void _createTacticalAdvantage() { Leader ta = SpawnLeader.TacticalAdvantage(currentPlayer, this); AddCardToGame(ta); ta.makeVisibleAll(); }
public override Card spawnCard() { string methodName = name, callMethodName = ""; for (int i = 0; i < methodName.Length; ++i) { if (alphabet.IndexOf(methodName[i]) >= 0) { callMethodName += methodName[i]; } } SpawnLeader spun = new SpawnLeader(); PropertyInfo m = spun.GetType().GetProperty(callMethodName); return(m.GetMethod.Invoke(spun, null) as Leader); }
public static List <Card> invokeAllCards() { SpawnUnit su = new SpawnUnit(); SpawnSpecial ss = new SpawnSpecial(); SpawnLeader sl = new SpawnLeader(); List <Type> tps = new List <Type>() { su.GetType(), ss.GetType(), sl.GetType() }; List <Card> allCardsInGame = new List <Card>(); int tIndex = 0; foreach (Type t in tps) { ++tIndex; foreach (var m in t.GetMethods()) { try { Card c = null; if (tIndex == 1) { c = m.Invoke(su, null) as Card; } if (tIndex == 2) { c = m.Invoke(ss, null) as Card; } if (tIndex == 3) { c = m.Invoke(sl, null) as Card; } if (c != null) { allCardsInGame.Add(c); } } catch (Exception e) { } } } return(allCardsInGame); }