protected CardBase(int cardId, string name, CardTypes cardType, CardRarities cardRarity) { Id = cardId; Name = name; CardType = cardType; CardRarity = cardRarity; }
public static string GetRandomCard(CardArchetype archetype, CardRarities rarity, bool split = false) { //Search the right list Dictionary <string, CardRarities> currentList; switch (archetype) { case CardArchetype.BigEcon: currentList = BigEcon; break; case CardArchetype.Melee: currentList = Melee; break; case CardArchetype.Ranged: currentList = Ranged; break; default: return("error"); } //Now sort by rarity List <string> rarityList = new List <string>(); foreach (var c in currentList) { if (c.Value == rarity) { rarityList.Add(c.Key); } } if (rarityList.Count == 0) { return(GetRandomCard(archetype, CardRarities.Common, split)); } //Now get random from rarity list string rndC = rarityList[Random.Range(0, rarityList.Count - 1)]; if (split) { return(rndC.Split('_')[0]); } return(rndC); }
public CityCard(int cardId, string name, CardTypes cardType, CardRarities cardRarity, IEnumerable <Ability> abilities) : base(cardId, name, cardType, cardRarity) { Abilities = abilities; }
public ArmorCard(int cardId, string name, CardTypes cardType, CardRarities cardRarity, IEnumerable <Ability> abilities) : base(cardId, name, cardType, cardRarity, abilities) { }