Пример #1
0
        public override void OnApplyingCardUpgradeToUnit(CardState thisCard, CharacterState targetUnit, CardUpgradeState upgradeState, CardManager cardManager)
        {
            int multiplier = GetMultiplier(cardManager.GetCardStatistics());

            upgradeState.SetAttackDamage(upgradeState.GetAttackDamage() * multiplier);
            upgradeState.SetAdditionalHP(upgradeState.GetAdditionalHP() * multiplier);
            upgradeState.SetAdditionalSize(upgradeState.GetAdditionalSize() * multiplier);
        }
        public override bool OnCardBeingUpgraded(CardState cardState, CardState upgradingCardSource, CardManager cardManager, CardUpgradeState cardUpgradeState)
        {
            int scaleAmount = GetScaleAmount(upgradingCardSource, cardManager);

            cardUpgradeState.SetAttackDamage(cardUpgradeState.GetAttackDamage() * scaleAmount);
            cardUpgradeState.SetAdditionalHP(cardUpgradeState.GetAdditionalHP() * scaleAmount);
            cardUpgradeState.SetCostReduction(cardUpgradeState.GetCostReduction() * scaleAmount);
            cardUpgradeState.SetAdditionalHeal(cardUpgradeState.GetAdditionalHeal() * scaleAmount);
            cardUpgradeState.SetAdditionalSize(cardUpgradeState.GetAdditionalSize() * scaleAmount);
            foreach (StatusEffectStackData statusEffectStackData in cardUpgradeState.GetStatusEffectUpgrades())
            {
                cardUpgradeState.AddStatusEffectUpgradeStacks(statusEffectStackData.statusId, statusEffectStackData.count * (scaleAmount - statusEffectStackData.count));
            }

            return(true);
        }
Пример #3
0
        static IEnumerator Postfix(IEnumerator __result, CharacterState __instance, CardUpgradeState cardUpgradeState)
        {
            Traverse.Create(__instance).Property("PrimaryStateInformation").Property("Size").SetValue(__instance.GetSize() + cardUpgradeState.GetAdditionalSize());
            ProviderManager.TryGetProvider <RoomManager>(out RoomManager roomManager);

            if (ProviderManager.CombatManager.IsPlayerActionPhase())
            {
                var room = roomManager.GetRoom(__instance.GetCurrentRoomIndex());
                Traverse.Create(room).Field("roomUI").Field <RoomCapacityUI>("roomCapacityUI").Value.Show((room), false);
            }
            //yield return roomManager.GetRoom(__instance.GetCurrentRoomIndex()).AdjustCapacity(Team.Type.Monsters, 0, false);
            yield return(__result);
        }