/* old get player inventory stuff * /// <summary> * /// Get the player's list of items * /// </summary> * /// <returns></returns> * public object GetPlayerItems() { * return playerItems; * } * * /// <summary> * /// Get the player's list of artifacts * /// </summary> * /// <returns></returns> * public object GetPlayerArtifacts() { * return playerArtifacts; * } * * /// <summary> * /// Get the player's list of effects * /// </summary> * /// <returns></returns> * public object GetPlayerEvents() { * return playerEvents; * } * * /// <summary> * /// Get the player's list of used items * /// </summary> * /// <returns></returns> * public object GetPlayerItemsUsed() { * return playerItemsUsed; * } * * /// <summary> * /// Get the player's list of used artifacts * /// </summary> * /// <returns></returns> * public object GetPlayerArtifactsUsed() { * return playerArtifactsUsed; * } * * /// <summary> * /// Get the player's list of used effects * /// </summary> * /// <returns></returns> * public object GetPlayerEventsUsed() { * return playerEventsUsed; * } */ #region Inventory /// <summary> /// Get one of the parts of the players inventory /// Either used or unused, items, artifacts, events, or effects /// </summary> /// <param name="type">Which deck to get from: Item, Artifact, Event, or Effect, with "U_" at the begining for used</param> /// <param name="used">true if cards should be added to used part of inventory</param> /// <returns></returns> public CardDeck GetInventory(Card.ScriptType type, bool used) { if (!used) { switch (type) { case Card.ScriptType.Item: return(playerItems); case Card.ScriptType.Artifact: return(playerArtifacts); case Card.ScriptType.Event: return(playerEvents); case Card.ScriptType.Effect: return(playerEffects); default: return(null); } } else { switch (type) { case Card.ScriptType.Item: return(playerItemsUsed); case Card.ScriptType.Artifact: return(playerArtifactsUsed); case Card.ScriptType.Event: return(playerEventsUsed); case Card.ScriptType.Effect: return(playerEffectsUsed); default: return(null); } } }
/// <summary> /// /// </summary> /// <param name="type"></param> /// <param name="used"></param> /// <param name="cards"></param> public void DiscardCard(Card.ScriptType type, bool used, /*Card*/ Card card) { // TODO: detect card type if (!used) { switch (type) { case Card.ScriptType.Item: playerItems.TakeCard(card); break; case Card.ScriptType.Artifact: playerArtifacts.TakeCard(card); break; case Card.ScriptType.Event: playerEvents.TakeCard(card); break; case Card.ScriptType.Effect: playerEffects.TakeCard(card); break; } } else { switch (type) { case Card.ScriptType.Item: playerItemsUsed.TakeCard(card); break; case Card.ScriptType.Artifact: playerArtifactsUsed.TakeCard(card); break; case Card.ScriptType.Event: playerEventsUsed.TakeCard(card); break; case Card.ScriptType.Effect: playerEffectsUsed.TakeCard(card); break; } } }
/// <summary> /// Adds a list of cards to a given part of the player's inventory /// </summary> /// <param name="type">Part of inventory to add cards to</param> /// <param name="used">true if cards should be added to used part of inventory</param> /// <param name="cards">Cards to add</param> public void AddCards(Card.ScriptType type, bool used, /*List<Card>*/ List <Card> cards) { //TODO: Automatically detect which part of inventory to put cards in if (!used) { switch (type) { case Card.ScriptType.Item: playerItems.AddCards(cards); break; case Card.ScriptType.Artifact: playerArtifacts.AddCards(cards); break; case Card.ScriptType.Event: playerEvents.AddCards(cards); break; case Card.ScriptType.Effect: playerEffects.AddCards(cards); break; } } else { switch (type) { case Card.ScriptType.Item: playerItemsUsed.AddCards(cards); break; case Card.ScriptType.Artifact: playerArtifactsUsed.AddCards(cards); break; case Card.ScriptType.Event: playerEventsUsed.AddCards(cards); break; case Card.ScriptType.Effect: playerEffectsUsed.AddCards(cards); break; } } }