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AbilityManager.cs
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AbilityManager.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AbilityContainer
{
public Card card;
public CardState cardState;
public int id;
public Card effectOwner;
public AbilityContainer(Card _card, CardState _cardState, int _id, Card _effectOwner = null)
{
card = _card;
cardState = _cardState;
id = _id;
effectOwner = _effectOwner;
}
}
public class AbilityManager {
private Stack<AbilityContainer> S;
private Gameplay _Game;
public AbilityManager(Gameplay myGame)
{
S = new Stack<AbilityContainer>();
_Game = myGame;
}
public int GetStackSize()
{
return S.Count;
}
public AbilityContainer RetrieveNextAbility()
{
AbilityContainer toReturn = S.Peek();
S.Pop();
return toReturn;
}
public void ExecuteNextAbility()
{
AbilityContainer nextAbility = RetrieveNextAbility();
if(Util.IsEnemyPosition(nextAbility.card.pos))
{
_Game.bEffectOnGoing = true;
_Game.SendPacket(GameAction.CHECK_CARD_ABILITY, (int)nextAbility.cardState);
}
else
{
if(nextAbility.id == -1)
{
nextAbility.card.CheckAbilities(nextAbility.cardState, nextAbility.effectOwner);
}
else
{
nextAbility.card.CheckExternAbilities(nextAbility.id, nextAbility.cardState);
}
}
}
public void AddAbility(CardState cs, Card card, int id = -1, Card effectOwner = null)
{
S.Push(new AbilityContainer(card, cs, id, effectOwner));
}
public delegate void OnListDel(Card c);
public void ViewCardsOnStack(OnListDel f)
{
/*
AbilityContainer[] tmp = S.ToArray();
for(int i = 0; i < S.Count; i++)
{
f(tmp[i].effectOwner);
}
*/
Stack<AbilityContainer> tmpStack = new Stack<AbilityContainer>();
while(S.Count > 0)
{
AbilityContainer c = S.Peek();
S.Pop();
if(c.card != null)
{
f(c.card);
}
tmpStack.Push(c);
}
while(tmpStack.Count > 0)
{
AbilityContainer c = tmpStack.Peek();
tmpStack.Pop();
S.Push(c);
}
}
public void ExecuteAbilityWithIndex(int index)
{
Stack<AbilityContainer> tmpStack = new Stack<AbilityContainer>();
int counter = 0;
while(S.Count > 0)
{
AbilityContainer c = S.Peek();
S.Pop();
if(counter == index)
{
while(tmpStack.Count > 0)
{
S.Push(tmpStack.Peek());
tmpStack.Pop();
}
c.card.CheckAbilities(c.cardState, c.effectOwner);
}
tmpStack.Push(c);
counter++;
}
}
List<string> LastAbilityList = null;
public bool ManagerListNeedsToBeOpen()
{
List<Card> markedList = new List<Card>();
LastAbilityList = new List<string>();
Stack<AbilityContainer> tmpStack = new Stack<AbilityContainer>();
while(S.Count > 0)
{
AbilityContainer c = S.Peek();
S.Pop();
if(c.card != null && !markedList.Contains(c.card) && AutoCanBeTriggered(c))
{
markedList.Add(c.card);
LastAbilityList.Add(c.card.name);
}
tmpStack.Push(c);
}
while(tmpStack.Count > 0)
{
AbilityContainer c = tmpStack.Peek();
tmpStack.Pop();
S.Push(c);
}
return false;
}
public List<string> GetList()
{
return LastAbilityList;
}
bool AutoCanBeTriggered(AbilityContainer c)
{
_Game.bCheckAutoMode = true;
_Game.bAutoCanBeTriggered = false;
c.card.CheckAbilities(c.cardState, c.effectOwner);
_Game.bCheckAutoMode = false;
return _Game.bAutoCanBeTriggered;
}
/*
public void AddOnTop(CardState cs, Card card)
{
Stack<AbilityContainer> tmp = new Stack<AbilityContainer>();
while(S.Count > 0)
{
tmp.Push(S.Pop());
}
S.Push(new AbilityContainer(card, cs));
while(tmp.Count > 0)
{
S.Push(tmp.Pop());
}
}
*/
}