private static Card[] GetPlayerPreparedDeckWithTheRandomCardsAndWithoutBonuses() { Card[] playerDeck; if (saveFacade.IsDeckLoaded()) { DeckSerializable deckSerializable = saveFacade.GetLoadedDeck(); PrepareLoadedDeckForThePlayer(deckSerializable.GetCardsIndexes()); playerDeck = playerDeckBuilder.GetDeck(); } else { PrepareFirstDeckIfNeededForThePlayerAndGetReadyForSaving(); playerDeck = playerDeckBuilder.GetDeck(); } return(playerDeck); }
public static Card[] GetPreparedCardsForTheEnemy() { if (enemyDeckBuilder == null) { const string DEFAULT_DECK_NAME = "SimpleBattleDeck"; // enemyDeckBuilder = new RandomDeckBuilder(DeckBuilderSuperclass.DEFAULT_DECK_SIZE); enemyDeckBuilder = EditorMadeDeckBuilder.CreateEditorMadeDeckBuilder(DEFAULT_DECK_NAME); } // Apply Map bonus Card[] cards = ReplaceTheRandomCards(enemyDeckBuilder.GetDeck()); if (MapScroller.GetMapLevel() != 1) { // Level Up 2 times for (int c = 0; c < cards.Length; c++) { cards[c].SumLevelBonus(1); } } // Apply Spot Bonus if (MapsCache.SpotToClearAndLevelUpIfPlayerWins != null) { int spotLevel = MapsCache.SpotToClearAndLevelUpIfPlayerWins.Level; if (spotLevel > 0) { for (int c = 0; c < cards.Length; c++) { cards[c].SumLevelBonus(spotLevel); } } } else { Debug.LogWarning("If you started in the battle scene, that's ok. Otherwise, trouble."); } return(cards); }