public static CardPile MakeCardPile(int i) { System.Random rand = new System.Random(); GameObject g = Instantiate(Resources.Load("Card_Select"), new Vector3(0, 0), Quaternion.identity) as GameObject; g.tag = "CardPile"; CardPile c = g.GetComponent <CardPile>(); List <CardState> cards = new List <CardState>(); for (int k = 0; k < i + 1; k++) { //cards.Add(allCardBuilders[rand.Next(allCardBuilders.Count)].GetCardState(0)); cards.Add(CardStateBuilder.GetRandomCard()); } c.AddList(cards); int num = 5; if (i < num) { num = i; } c.Initiate(num); return(c); }
public static void AddToAll(CardStateBuilder c) { if (allCardBuilders == null) { allCardBuilders = new List <CardStateBuilder>(); } allCardBuilders.Add(c); }
public new void Awake() { base.Awake(); offHand = new List <GameObject>(); cardsPerTurn = 5; handLimit = 5; energyPerTurn = 4; currentEnergy = 4; handObjects = new List <GameObject>(); energyObjects = new List <GameObject>(); energyPerTurn = 4; currentEnergy = energyPerTurn; Task ex = new Damage(10); List <Task> li = new List <Task> { ex }; CardState baseCard = new CardState("example", 1, li, "Sounds/PunchSound", "Sprites/CardIcons/Fist", "Enemy attack"); List <float> means = new List <float> { 9f, 10f, 11f }; List <float> stdDev = new List <float> { 2.5f, 3.75f, 1f }; TaskBuilder strike = new TaskBuilder(new Damage(0), means, stdDev); List <TaskBuilder> tasks = new List <TaskBuilder> { strike }; CardStateBuilder stateBuilder = new CardStateBuilder(new StrikeState(), tasks); //CardPile.Add(stateBuilder); for (int i = 0; i < 10; i++) { //AddCard(stateBuilder.GetCardState(1)); AddCard(new StrikeState()); //AddCard(new PoisonState()); //AddCard(new BetrayState()); //AddCard(new HealState()); //AddCard(new NukeState()); //AddCard(new LeechState()); //AddCard(new DumpState()); } }
void Awake() { // **************** NEW CODE ******************************* AllCardStates = new List <CardStateBuilder>(); rand = new System.Random(); // ********************************************************* gameType = GameType.InitialMenu; Quaternion q = Quaternion.identity; selectionType = SelectionType.SelectCardToPlay; List <GameObject> gameObjectEntities = new List <GameObject> { InstantiateEntity("Player", -8.1F, 1), InstantiateEntity("Player", -5.2F, 1), }; if (entities != null && entities.Count != 0) { int size = entities.Count; for (int i = 0; i < size; i++) { Kill(entities[0]); } } entities = new List <Entity>(); foreach (GameObject o in gameObjectEntities) { entities.Add(o.GetComponent <Entity>()); } CardStateBuilder.AddToAll(new StrikeState()); CardStateBuilder.AddToAll(new PoisonState()); CardStateBuilder.AddToAll(new BetrayState()); CardStateBuilder.AddToAll(new HealState()); CardStateBuilder.AddToAll(new NukeState()); CardStateBuilder.AddToAll(new DumpState()); CardStateBuilder.AddToAll(new HealEffectState()); CardStateBuilder.AddToAll(new DamageAllState()); CardStateBuilder.AddToAll(new MultiStrikeState()); CardStateBuilder.AddToAllEnemy(new StrikeState()); CardStateBuilder.AddToAllEnemy(new PoisonState()); CardStateBuilder.AddToAllEnemy(new NukeState()); CardStateBuilder.AddToAllEnemy(new DumpState()); CardStateBuilder.AddToAllEnemy(new MultiStrikeState()); menu = Menu.InitialMenu().GetComponent <Menu>(); }
public Enemy CreateEnemy(string enemyType, float x, float y) { //Debug.Log("create enemy"); Enemy e = (Enemy)GameController.InstantiateEntity(enemyType, x, y).GetComponent <Entity>(); List <CardState> enemyCards = new List <CardState>(); for (int i = 0; i < cardBuilders.Count; i++) { //enemyCards.Add(cardBuilders[i].GetCardState(level)); enemyCards.Add(CardStateBuilder.GetRandomEnemyCard()); } e.SetCards(enemyCards); e.SetSprite(spritePaths[r.Next(spritePaths.Count)]); //Debug.Log("setting enemy"); e.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = "EntityLayer"; return(e); }
// Use this for initialization void Start() { ((Player)entities[0]).SetPlayerOne(true); ((Player)entities[1]).SetPlayerOne(false); entities[0].SetHealthBar(p1HealthBar, p1HealthText); entities[1].SetHealthBar(p2HealthBar, p2HealthText); entities[1].SetSprite("Sprites/knight_512px"); // **************** NEW CODE ******************************* Task ex = new Damage(10); List <Task> li = new List <Task> { ex }; for (int i = 0; i < 6; i++) { List <float> means = new List <float> { 9f + i / 6f, 10f + i / 6f, 11f + i / 6f }; List <float> stdDev = new List <float> { 2.5f + i / 20f, 3.75f + i / 20f, 1f + i / 20f }; TaskBuilder strike = new TaskBuilder(new Damage(0), means, stdDev); List <TaskBuilder> tasks = new List <TaskBuilder> { strike }; CardStateBuilder stateBuilder = new CardStateBuilder(new StrikeState(), tasks); CardPile.AddToAll(stateBuilder); AllCardStates.Add(stateBuilder); enemyBuilder = EnemyBuilder.GetEnemyBuilder(); } // ********************************************************* }