public Enemy getBoss() { EnemyTurnData enemyTurnData = new EnemyTurnData(); Card increaseStrengthCard = new Card(new CardData(), new CardActions()); // StatusData increaseStrengthData = new StatusData(StatusData.StatusEnum.vulnerable); // increaseStrengthData.name = "Vulnerable"; // increaseStrengthData.statusCount = 1; // increaseStrengthCard.data.statuses.Add(new Status(increaseStrengthData, new StatusActions())); // increaseStrengthCard.data.isEnemycard = true; // increaseStrengthCard.data.description = "Increase enemy strength by " + increaseStrengthData.statusCount; // enemyTurnData.baseEnemyTurns.Add(addCardToDeckTurn(increaseStrengthCard)); EnemyData data = new EnemyData(new HealthBarData(85), enemyTurnData); for (int i = 1; i < 4; i++) { CardData cardData = new CardData(3, 0); Card turn = new Card(cardData, new CardActions()); cardData.attackMultiplier = 2 + i; enemyTurnData.baseEnemyTurns.Add(turn); } EnemyActions enemyActions = new EnemyActions(); // bossEnemy.animatorController = Resources.Load<RuntimeAnimatorController>(spritePath + "MaskManController"); Enemy enemy = new Enemy(data, enemyActions); return(enemy); }
public Card updateEnemyTurn(Enemy enemy, int turnCount) { EnemyTurnData enemyTurnData = enemy.data.enemyTurnData; if (enemyTurnData.randomAttackOrder) { int index = UnityEngine.Random.Range(0, enemyTurnData.baseEnemyTurns.Count); enemyTurnData.currEnemyTurn = enemyTurnData.baseEnemyTurns[index]; } else { enemyTurnData.currEnemyTurn = enemyTurnData.baseEnemyTurns[turnCount % enemyTurnData.baseEnemyTurns.Count]; } enemyTurnData.enemyModifiers = new List <Card>(); enemyTurnData.enemyModifiers.Add(enemyTurnData.currEnemyTurn); return(enemyTurnData.currEnemyTurn); }
public Enemy getThirdEnemy() { EnemyTurnData enemyTurnData = new EnemyTurnData(); enemyTurnData.randomAttackOrder = true; enemyTurnData.baseEnemyTurns.Add(new Card(new CardData(3, 6), new CardActions())); enemyTurnData.baseEnemyTurns.Add(new Card(new CardData(6, 3), new CardActions())); enemyTurnData.baseEnemyTurns.Add(new Card(new CardData(8, 0), new CardActions())); EnemyData data = new EnemyData(new HealthBarData(18), enemyTurnData); EnemyActions enemyActions = new EnemyActions(); enemyActions.onDeathAction = () => { //TODO: add vulnerable on death }; Enemy enemy = new Enemy(data, enemyActions); return(enemy); }
public Enemy getFirstEnemy() { EnemyTurnData enemyTurnData = new EnemyTurnData(); enemyTurnData.baseEnemyTurns.Add(new Card(new CardData(12, 0), new CardActions())); enemyTurnData.baseEnemyTurns.Add(new Card(new CardData(0, 11), new CardActions())); enemyTurnData.baseEnemyTurns.Add(new Card(new CardData(6, 8), new CardActions())); enemyTurnData.baseEnemyTurns.Add(new Card(new CardData(8, 6), new CardActions())); EnemyActions enemyActions = new EnemyActions(); enemyActions.onShuffleAction = () => { //TODO: add vulnerable card on shuffle }; //basicEnemy.animatorController = Resources.Load<RuntimeAnimatorController>(spritePath + "MaskManController"); EnemyData data = new EnemyData(new HealthBarData(40), enemyTurnData); Enemy enemy = new Enemy(data, enemyActions); return(enemy); }
public Enemy getSecondEnemy() { EnemyTurnData enemyTurnData = new EnemyTurnData(); CardData attackCardData = new CardData(); CardActions attackCardActions = new CardActions(); attackCardData.attack = 3; attackCardData.isEnemycard = true; attackCardData.description = "Add " + attackCardData.attack + " to enemies attack"; CardData multiplierCardData = new CardData(); CardActions multiplierCardActions = new CardActions(); multiplierCardData.attackMultiplier = 2; multiplierCardData.isEnemycard = true; multiplierCardData.description = "Repeat enemy attack " + (multiplierCardData.attackMultiplier - 1) + " times"; Card attackTurn1 = addCardToDeckTurn(new Card(attackCardData, attackCardActions)); attackTurn1.data.attack = 3; Card attackTurn2 = addCardToDeckTurn(new Card(attackCardData, attackCardActions)); attackTurn2.data.attack = 3; Card multiplierTurn = addCardToDeckTurn(new Card(multiplierCardData, multiplierCardActions)); multiplierTurn.data.attack = 3; enemyTurnData.baseEnemyTurns.Add(attackTurn1); enemyTurnData.baseEnemyTurns.Add(attackTurn2); enemyTurnData.baseEnemyTurns.Add(multiplierTurn); EnemyActions enemyActions = new EnemyActions(); //basicEnemy.animatorController = Resources.Load<RuntimeAnimatorController>(spritePath + "MaskManController"); EnemyData data = new EnemyData(new HealthBarData(55), enemyTurnData); Enemy enemy = new Enemy(data, enemyActions); return(enemy); }
public EnemyData(HealthBarData healthBarData, EnemyTurnData enemyTurnData) { this.healthBarData = healthBarData; this.enemyTurnData = enemyTurnData; }