/* * //PlayCard With Button * void PlayCard() * { * if (selectedCard != null && selectedCombatant != null) * { * //Attack Card * if (selectedCard.GetEffect() == 0 && selectedCombatant.side != sideTurn) //make side a getter. * { * if (selectedCombatant.Damage(selectedCard.GetDamageVal()) <= 0) //Call HPAdjust, do damage, if it brings the combatant's HP zero, kill it. * { * selectedCombatant.Die(); * selectedCombatant = null; * } * selectedCard.Die(); * selectedCard = null; * EndTurn(); * } * //Healer Card * else if (selectedCard.GetEffect() == 1) * { * Debug.Log("Healing Card. Not yet implemented."); * EndTurn(); * } * else * { * Debug.Log("Card Has No Effect"); * } * //EndTurn(); * } * } */ //PlayCard With PlayArea void PlayCard() { if (playAreaCard != null && selectedCombatant != null) { //Attack Card if (playAreaCard.GetEffect() == 0 && selectedCombatant.side != sideTurn) //make side a getter. { CombatantBehavior owningCombatant = combatantScripts[playAreaCard.GetCombatant()]; if (owningCombatant.EvalCardCost(playAreaCard.GetApCost())) //Evaluate if we have enough AP to use card then remove action points based on card AP cost. { if (selectedCombatant.Damage(playAreaCard.GetDamageVal()) <= 0) //Call HPAdjust, do damage, if it brings the combatant's HP zero, kill it. { KillCombatant(selectedCombatant); } //owningCombatant.SubtractAp(playAreaCard.GetApCost()); //Remove action points based on card AP cost. owningCombatant.SetOccupiedSlot(playAreaCard.GetSlot(), false, -1); //Set slot's occupied slot to empty. ShuffleCards(owningCombatant, activeCombatants[playAreaCard.GetCombatant()].transform); activeCards[playAreaCard.GetSessionId()] = null; cardScripts[playAreaCard.GetSessionId()] = null; playAreaCard.Die(); playAreaCard = null; //EndTurn(); } //Healer Card else if (playAreaCard.GetEffect() == 1) { Debug.Log("Healing Card. Not yet implemented."); EndTurn(); } else { Debug.Log("Card Has No Effect"); } //EndTurn(); } } }