private void FixedUpdate() { if (game.go == true) { if (game.Turn == 0) { Battle(); if (go == true) { but.interactable = true; LightIndicator.color = new Color(1, 1, 1, 0.2f); if (click == 1) { if (Specialization == 1 && BattleCard.Specialization == 3 || Specialization == 2 && BattleCard.Specialization == 1 || Specialization == 3 && BattleCard.Specialization == 2) { SpecCard(); } else if (Specialization == 4 && Race < 4) { AssassinCard(); } else if (Race == 4) { MegaCard(2); } else if (Race == 5) { MegaCard(4); } else if (Specialization < 4 && Race < 4) { game.HotCard = 0; Sound.AttackSound(); } BattleCard.BattleImage.sprite = CardImage.sprite; BattleCard.BattleImage.color = new Color(1, 1, 1, 1); BattleCard.Race = Race; BattleCard.Specialization = Specialization; BattleCard.ForceCard = ForceCard; if (Specialization != 4) { game.ChangeTurn(); } for (int i = 0; i < game.CurrentGame.PlayerHand.Count; i++) { if (CardImage.sprite == game.CurrentGame.PlayerHand[i].Logo) { game.CurrentGame.PlayerHand.RemoveAt(i); break; } } Destroy(gameObject); } } else { LightIndicator.color = new Color(1, 1, 1, 0); but.interactable = false; } } else { go = false; LightIndicator.color = new Color(1, 1, 1, 0); but.interactable = false; FreeCard.transform.SetParent(DefaultParent.parent); FreeCard.transform.localPosition = TransFree; } } }
private void SecondEnemy() // Реализация ИИ Второго игрока { int count = 0; int Assassin = 0; for (int i = 0; i < CurrentGame.SecondEnemyHand.Count; i++) { if (CurrentGame.SecondEnemyHand[i].Race == 4 || CurrentGame.SecondEnemyHand[i].Race == 5 || battle.Race == 4 || battle.Race == 5 || CurrentGame.SecondEnemyHand[i].Race == battle.Race && CurrentGame.SecondEnemyHand[i].ForceCard == 1 && battle.ForceCard == 6 || CurrentGame.SecondEnemyHand[i].Race == battle.Race && CurrentGame.SecondEnemyHand[i].ForceCard == 6 && battle.ForceCard != 1 && CurrentGame.SecondEnemyHand[i].ForceCard > battle.ForceCard || CurrentGame.SecondEnemyHand[i].Race == battle.Race && CurrentGame.SecondEnemyHand[i].ForceCard != 6 && CurrentGame.SecondEnemyHand[i].ForceCard > battle.ForceCard || CurrentGame.SecondEnemyHand[i].Race == 1 && battle.Race == 3 || CurrentGame.SecondEnemyHand[i].Race == 2 && battle.Race == 1 || CurrentGame.SecondEnemyHand[i].Race == 3 && battle.Race == 2) { if (CurrentGame.SecondEnemyHand[i].Specialization == 1 && battle.Specialization == 3 || CurrentGame.SecondEnemyHand[i].Specialization == 2 && battle.Specialization == 1 || CurrentGame.SecondEnemyHand[i].Specialization == 3 && battle.Specialization == 2) { SpecCard(2); SpecCardSound(2, i); } else if (CurrentGame.SecondEnemyHand[i].Specialization == 4 && CurrentGame.SecondEnemyHand[i].Race < 4) { AssassinCard(2); Assassin++; } else if (CurrentGame.SecondEnemyHand[i].Race == 4) { MegaCard(2); HotCard = 2; LegendaryCardSound(2, i); } else if (CurrentGame.SecondEnemyHand[i].Race == 5) { MegaCard(4); HotCard = 2; LegendaryCardSound(2, i); } else if (CurrentGame.SecondEnemyHand[i].Specialization < 4 && CurrentGame.SecondEnemyHand[i].Race < 4) { HotCard = 2; Sound.AttackSound(); } battle.Race = CurrentGame.SecondEnemyHand[i].Race; battle.BattleImage.sprite = CurrentGame.SecondEnemyHand[i].Logo; battle.ForceCard = CurrentGame.SecondEnemyHand[i].ForceCard; battle.Specialization = CurrentGame.SecondEnemyHand[i].Specialization; count++; CurrentGame.SecondEnemyHand.RemoveAt(i); break; } } if (count == 0) { for (int i = 0; i < fine; i++) { CurrentGame.SecondEnemyHand.Add(CardManager.AllCards[Random.Range(0, CardManager.AllCards.Count)]); plusCard[2]++; } PlusText[2].text = $"+{plusCard[2]}"; SaveCard = 2; } if (Assassin == 0) { ChangeTurn(); } SecondText.text = $"{CurrentGame.SecondEnemyHand.Count}"; }