public void MoveActivCardsToAfterDraw() { foreach (Card ele in ActiveCards) { CardsAfterDraw.Add(ele); } ActiveCards.Clear(); }
public IdlePlayer(bool isLeft) : base(false, isLeft) { Level = 1; Job = ConfigDatas.JobConfig.Indexer.NewBie; DeckCard[] cds = DeckBook.GetDeckByName("test", Level); Cards = new ActiveCards(cds); InitBase(); }
Board InstallBoard() { var layout = new Layout(); var hand = new Hand(layout); var drawPile = new DrawPile(layout); var discard = new DiscardPile(layout); var activeCards = new ActiveCards(layout); var board = new Board(activeCards, drawPile, discard, hand); return(board); }
private void GenerateRandomCards() { for (int i = 0; i < 10; i++) { CardsInHand.Add(new Card() { Name = i.ToString(), AttackValue = 10, Type = CardType.Attack }); } for (int i = 0; i < 5; i++) { ActiveCards.Add(new EmptyCard()); } }
public MirrorPlayer(int id, ActiveCards cpcards, bool isLeft) : base(false, isLeft) { PeopleId = id; PeopleConfig peopleConfig = ConfigData.GetPeopleConfig(id); Level = peopleConfig.Level; Job = UserProfile.InfoBasic.Job; EnergyGenerator.SetRateNpc(peopleConfig); Cards = cpcards.GetCopy(); InitBase(); }
public AIPlayer(int id, string deck, bool isLeft, int rlevel, bool isPlayerControl) : base(isPlayerControl, isLeft) { PeopleId = id; Level = rlevel; PeopleConfig peopleConfig = ConfigData.GetPeopleConfig(id); Job = peopleConfig.Job; EnergyGenerator.SetRateNpc(peopleConfig); DeckCard[] cds = DeckBook.GetDeckByName(deck, Level); Cards = new ActiveCards(cds); // PlayerAttr attr = new PlayerAttr(); // attr.ModifyMonsterData(HeroData); InitBase(); }
public RandomPlayer(int id, bool isLeft, bool isplayerControl) : base(isplayerControl, isLeft) { PeopleId = id; PeopleConfig peopleConfig = ConfigData.GetPeopleConfig(id); Level = peopleConfig.Level; Job = UserProfile.InfoBasic.Job; EnergyGenerator.SetRateNpc(peopleConfig); DeckCard[] cd = new DeckCard[GameConstants.DeckCardCount]; for (int i = 0; i < GameConstants.DeckCardCount; i++) { cd[i] = new DeckCard(CardConfigManager.GetRandomCard(0, -1), 1, 0); } Cards = new ActiveCards(cd); InitBase(); }
public HumanPlayer(bool isLeft) : base(true, isLeft) { PeopleId = 0; Level = UserProfile.InfoBasic.Level; Job = UserProfile.InfoBasic.Job; DeckCard[] cd = new DeckCard[GameConstants.DeckCardCount]; for (int i = 0; i < GameConstants.DeckCardCount; i++) { int id = UserProfile.InfoCard.SelectedDeck.GetCardAt(i); cd[i] = new DeckCard(UserProfile.InfoCard.GetDeckCardById(id)); } Cards = new ActiveCards(cd); int[] energyRate = { 0, 0, 0 }; int[] equipOn = Array.ConvertAll(UserProfile.InfoEquip.Equipon, a => a.BaseId); CalculateEquipAndSkill(equipOn, energyRate); EnergyGenerator.SetRate(energyRate, UserProfile.InfoBasic.Job); InitBase(); BattleManager.Instance.RuleData.CheckPlayerData(this); }
public int PutCard(Card card, Player player) { WhoseCards.Add(card, player); ActiveCards.Add(card); return(ActiveCards.Count); }