Пример #1
0
    private void SetGUI(IGameItem gi, string parentName)
    {
        GameObject parent = GameObject.Find(parentName).gameObject;

        if (parent.transform.childCount > 2)
        {
            Destroy(parent.transform.GetChild(parent.transform.childCount - 1).gameObject);
        }

        GameObject itemEntry = Instantiate(SlotGUIEntry, new Vector3(0, 0, 0), Quaternion.identity, parent.transform) as GameObject;

        itemEntry.transform.localPosition       = new Vector3(0, 0, 0);
        itemEntry.GetComponent <Image>().sprite = gi.GetItemBase().ItemIcon;
        itemEntry.GetComponent <SlotEntry>().SetGameLogic(this.gameObject);
    }
Пример #2
0
 /// <summary>
 /// Given the item details, regarding game object will be attached the script type of
 /// detailed item type, and the content of the given item details will be copied to the new component.
 /// </summary>
 /// <param name="newEntry"></param>
 /// <param name="itemDetails"></param>
 public static void SetObjectDetails(GameObject newEntry, IGameItem itemDetails)
 {
     if (itemDetails.GetItemBase().MainType.Equals(ItemBase.MainItemType.Weapon))
     {
         //Set the script details
         newEntry.AddComponent <Weapon>().SetItemBase(itemDetails.GetItemBase());
     }
     else if (itemDetails.GetItemBase().MainType.Equals(ItemBase.MainItemType.Potion))
     {
         //Set the script details
         newEntry.AddComponent <Potion>().SetItemBase(itemDetails.GetItemBase());
     }
     else if (itemDetails.GetItemBase().MainType.Equals(ItemBase.MainItemType.Spell))
     {
         //Set the script details
         newEntry.AddComponent <Spell>().SetItemBase(itemDetails.GetItemBase());
     }
 }
Пример #3
0
 private void RemoveFromInv(IGameItem item)
 {
     playerInv[currentPlayer].RemoveItemFromInventory(item.GetItemBase());
 }
Пример #4
0
    public void EndTurn()
    {
        if (discarded == null || equiped == null)
        {
            return;
        }

        RemoveFromInv(equiped);
        RemoveFromInv(discarded);
        if (discarded2 != null)
        {
            RemoveFromInv(discarded2);
            playerStat[currentPlayer].EnablePowerUp();
        }

        equiped.UseItem();
        playerInv[currentPlayer].SetGUI("BackgroundP" + (currentPlayer + 1).ToString());
        playerInv[opponent].SetGUI("BackgroundP" + (opponent + 1).ToString());

        playerAnim[currentPlayer].SendMessage(equiped.GetItemBase().AnimationName);
        PlaySound(equiped.GetItemBase().name);

        // End of Attack Validation
        if (playerStat[0].IsDead || playerStat[1].IsDead)
        {
            GameOver();
        }

        ClearSlots();
        playerStat[currentPlayer].UpdatePlayerStatus();
        playerHB[currentPlayer].CurrentHealthPlayer = playerStat[currentPlayer].CurrentPlayerHealth;
        playerHB[opponent].CurrentHealthPlayer      = playerStat[opponent].CurrentPlayerHealth;

        UpdateBuffsUI(0);
        UpdateBuffsUI(1);

        // End of Turn Validation
        if (playerStat[0].IsDead || playerStat[1].IsDead)
        {
            GameOver();
        }

        // Change Turn
        int temp = currentPlayer;

        currentPlayer = opponent;
        opponent      = temp;
        sacrificed    = false;
        ChangeTurnUI();

        // TODO: check for win condition

        // Give a new card to the player
        playerInv[currentPlayer].AddItemToInventory(cim.getRandomItem());
        if (playerStat[currentPlayer].CurrentPlayerHealth <= 10)
        {
            playerInv[currentPlayer].AddItemToInventory(cim.getRandomItem());
        }

        playerInv[currentPlayer].SetGUI("BackgroundP" + (currentPlayer + 1).ToString());
    }