public override void populateSelf(Cardmaker maker, bool isPrefab) { Unit u = maker.GetComponent <Unit>(); // if (u.cardArt != null) { populateArt(u.cardArt); } else { populateArt(maker.gameObject); } if (isPrefab) { StatHandler st = maker.GetComponent <StatHandler>(); Dictionary <StatType, float> sts = st.prefabStats(); populateTitle(maker.name); populateValues(sts); populateBody(sts, true, u.abilitiesPre.Select(x => x.GetComponent <Ability>()).ToArray()); } else { populateTitle(maker.originalName); populateValues(u); populateBody(u.stat.export(), true, u.abilities.Select(x => x.GetComponent <Ability>()).ToArray()); } populateType(u); populateCost(maker.resourceCost.ToString()); modifyForStructure(u.isStructure); }
public override void populateSelf(Cardmaker maker, bool isPrefab) { Ability ab = maker.GetComponent <Ability>(); Ordnance ord = maker.GetComponent <Ordnance>(); // if (ord.cardArt != null) { populateArt(ord.cardArt); } else { populateArt(maker.gameObject); } if (isPrefab) { populateTitle(maker.name); } else { populateTitle(maker.originalName); } setBackground(); populateCost(maker.resourceCost.ToString()); populateBody(ab); }
public override void populateSelf(Cardmaker maker, bool isPrefab) { Equipment e = maker.GetComponent <Equipment>(); // if (e.cardArt != null) { populateArt(e.cardArt); } else { populateArt(maker.gameObject); } if (isPrefab) { StatHandler st = maker.GetComponent <StatHandler>(); Dictionary <StatType, float> sts = st.prefabStats(); populateTitle(maker.name); populateBody(sts, false, maker.GetComponent <Buff>().abilitiesPre.Select(x => x.GetComponent <Ability>()).ToArray()); } else { populateTitle(maker.originalName); populateBody(e.GetComponent <StatHandler>().export(), false, e.GetComponent <Buff>().abilities.Select(x => x.GetComponent <Ability>()).ToArray()); } setBackground(); populateType(e); populateCost(maker.resourceCost.ToString()); }
public void addCard(int index, Cardmaker mkr, deckType type, int count = 1) { Dictionary <int, CardCountUI> deckList; GameObject deckTarget; if (type == deckType.main) { deckList = currentMainDeckList; deckTarget = mainDeckList; } else //if (type == deckType.structure) { deckList = currentStrcDeckList; deckTarget = strcDeckList; } if (deckList.ContainsKey(index)) { if (deckList[index]) { //Debug.Log("existing " + count); deckList[index].incrementCount(count); return; } } //Debug.Log("new " + count); GameObject cc = Instantiate(cardCountPre, deckTarget.transform); CardCountUI ccUI = cc.GetComponent <CardCountUI>(); ccUI.setCardmaker(mkr, index, type, this); ccUI.incrementCount(count); deckList[index] = ccUI; //Debug.Log(deckList.Count); //Debug.Log(deckList[index].count); }
void createPlayableCards() { string[] decksMade = DeckRW.getDecks(); for (int i = 0; i < decksMade.Length; i++) { GameObject d = Instantiate(deckPre, decksMadeList.transform); DeckUI dui = d.GetComponent <DeckUI>(); dui.assignName(decksMade[i], this); } //foreach(GameObject c in deckCards.main) for (int i = 0; i < deckCards.main.Count; i++) { GameObject c = deckCards.main[i]; Cardmaker mkr = c.GetComponent <Cardmaker>(); GameObject card = Instantiate(buildCardPre, mainCardList.transform); card.GetComponent <BuildCard>().initalize(mkr, i, this, deckType.main); } for (int i = 0; i < deckCards.structures.Count; i++) { GameObject c = deckCards.structures[i]; Cardmaker mkr = c.GetComponent <Cardmaker>(); GameObject card = Instantiate(buildCardPre, strcCardList.transform); card.GetComponent <BuildCard>().initalize(mkr, i, this, deckType.structure); } mainCardScroll.GetComponent <ScrollRect>().verticalNormalizedPosition = 1; strcCardScroll.GetComponent <ScrollRect>().verticalNormalizedPosition = 1; decksMadeScroll.GetComponent <ScrollRect>().verticalNormalizedPosition = 1; }
public override void setCardmaker(Cardmaker c) { string name = c.name; string path = "Ordnance/"; sourceCardmakerPath = path + name; base.setCardmaker(c); }
void inspect(Cardmaker c) { if (!gm.clientPlayer.isTurn) { inspection = c.gameObject; ins.inspect(c.gameObject, CardInspector.inspectType.cardmaker, 1); } }
protected void populateTemplate() { Cardmaker mkr = sourceCardmaker.GetComponent <Cardmaker>(); cardBody = Instantiate(mkr.findCardTemplate(), transform); cardBody.GetComponent <CardUI>().populateSelf(mkr, true); resourceCost = mkr.resourceCost; }
public void createStructureSideboard() { foreach (GameObject struPre in Structures) { Cardmaker mkr = struPre.GetComponent <Cardmaker>(); //Two per instance spawnCard(mkr, "StructureBoard"); } }
public void initalize(Cardmaker mk, int i, DeckbuildingUI master, DeckbuildingUI.deckType t) { cardmakerIndex = i; mkr = mk; cardBody = Instantiate(mkr.findCardTemplate(), transform); cardBody.GetComponent <CardUI>().populateSelf(mkr, true); controller = master; type = t; }
public void setCardmaker(Cardmaker c, int index, DeckbuildingUI.deckType t, DeckbuildingUI ct) { costTxt.text = c.resourceCost.ToString(); nameTxt.text = c.name; cardmakerIndex = index; type = t; controller = ct; mkr = c; GetComponent <Image>().color = c.getColor(); }
public override void setCardmaker(Cardmaker c) { string name = c.name; string path = "Units/"; if ((c as Unit).isStructure) { path = "Structures/"; } sourceCardmakerPath = path + name; base.setCardmaker(c); }
public void drawCards(int cards) { for (int i = 0; i < cards; i++) { if (MainDeck.Count > 0) { Cardmaker mkr = MainDeck[0].GetComponent <Cardmaker>(); MainDeck.RemoveAt(0); spawnCard(mkr, "PlayerHand"); } } currentCards = MainDeck.Count; }
void spawnCard(Cardmaker mkr, string targetHand) { GameObject c_obj = Instantiate(mkr.findCardPrefab(), transform); Card c = c_obj.GetComponent <Card>(); c.team = teamIndex; c.targetHand = targetHand; mkr.modifyCardAfterCreation(c_obj); //TODO: Spawn only for client NetworkServer.Spawn(c_obj); Targeting tar = c.GetComponent <Targeting>(); c.TargetSetRule(connectionToClient, tar.rules); //TargetClaimCard(connectionToClient, c.netId); }
public virtual void setCardmaker(Cardmaker c) { //Debug.Log(c); sourceCardmaker = c.gameObject; }
public abstract void populateSelf(Cardmaker maker, bool isPrefab);