public void SetCard(Card info) { card = info; EffectFactory factory = new EffectFactory(); effects = factory.GetEffects(info.cardEffectName); }
public void Process(object value) { Card.EffectType[] effectList = new Card.EffectType[1]; effectList[0] = effect; Effect thisEffect = factory.GetEffects(effectList)[0]; List <GameObject> targets = new List <GameObject>(); if (targetType == Card.TargetType.None) { targets = null; } else if (targetType == Card.TargetType.AllEnemies) { targets = new List <GameObject>(GameObject.FindGameObjectsWithTag("Enemy")); } else if (targetType == Card.TargetType.AllPlayers) { targets = new List <GameObject>(GameObject.FindGameObjectsWithTag("Player")); } else if (targetType == Card.TargetType.Enemy && ((GameObject)value).tag == "Enemy") { targets.Add((GameObject)value); } else if (targetType == Card.TargetType.Player && ((GameObject)value).tag == "Player") { targets.Add((GameObject)value); } else if (targetType == Card.TargetType.Any) { targets.Add((GameObject)value); } thisEffect.RelicProcess(targets, buff, effectValue, effectDuration); }
private void SetEffects() { Effects = new List <Effect>(); EffectFactory.GetEffects(ActivityType, Effects); }