public override void Draw() { Entities.Effect_Entity EffectEntity = (Entities.Effect_Entity)mEntity; Effects.Effect effect = EffectEntity.GetEffect(); UnityCard.transform.Find("Card").Find("CardName").gameObject.GetComponent <Text>().text = mEntity.Name; UnityEngine.Transform cardTextTransform = UnityCard.transform.Find("Card").Find("CardText"); if (cardTextTransform != null) { UnityEngine.UI.Text cardText = cardTextTransform.gameObject.GetComponent <Text>(); if (EffectEntity.IsPlaced) { if (effect.GetEffectType() == Assets.GameCode.Cards.Effects.EffectType.Order || effect.GetEffectType() == Assets.GameCode.Cards.Effects.EffectType.OrderWithUses) { cardText.text = ((Effects.Orders.Order)effect).IsOrderUsed() ? "Order used this turn" : "Order not used this turn"; } if (effect.GetEffectType() == Assets.GameCode.Cards.Effects.EffectType.OrderWithUses) { // TODO - Might need to worry about the action index? // Just assume only zero for now. cardText.text = cardText.text + "\nNumber of charges: " + ((Effects.Orders.OrderWithUses)effect).GetNumUses(0); } } else { cardText.text = ""; } } }
public override void Execute(Entities.Entity Performer, List <Entities.Entity> Selection, CardGameState GS) { if (Selection != null) { foreach (Entity entity in Selection) { PerformBuffOnEntity(entity); } } if (mAddSelfToSelection) { PerformBuffOnEntity(Performer); } Performer.Owner.SpendCP(GetMinCost()); if (mIsOrder) { Entities.Effect_Entity effectEntity = (Entities.Effect_Entity)Performer; Effects.Orders.Order order = (Effects.Orders.Order)(effectEntity.GetEffect()); order.OrderUsed(); } }
public override void Execute(Entities.Entity Performer, List <Entities.Entity> Selection, CardGameState GS) { Entities.Effect_Entity performerEffectEntity = (Entities.Effect_Entity)Performer; performerEffectEntity.Owner.SpendCP(GetMinCost()); int numSalvos = 0; foreach (CardZone CZ in performerEffectEntity.Owner.mBoard.RangeZones) { foreach (Entities.Entity E in CZ.List.Cards) { Entities.Unit U = (Entities.Unit)E; if (U.IsClass("Bow") && U.IsClass("Infantry")) { numSalvos += 1; } } } Effects.Orders.OrderWithUses order = (Effects.Orders.OrderWithUses)(performerEffectEntity.GetEffect()); order.SetUses(mActionIndex, numSalvos); order.OrderUsed(); }
public override bool Check(Entities.Entity entity) { Entities.Effect_Entity effectEntity = (Entities.Effect_Entity)entity; Effects.Orders.Order order = (Effects.Orders.Order)(effectEntity.GetEffect()); return(!order.IsOrderUsed()); }
public override bool IsAvailable(Entities.Entity Performer) { Entities.Effect_Entity effectEntity = (Entities.Effect_Entity)Performer; Effects.Orders.Order order = (Effects.Orders.Order)effectEntity.GetEffect(); return(order.IsAvailable()); }