/** * Apply the move effect by creating the sequence in the gameSequencer */ public override void ApplyEffect(CardEffectData effectData, GameContext context) { //Forced Walk if (effectData.ForcedWalk) { PlayerMgr.Instance.TakeDamage(effectData.damagePoint); Debug.Log("player receive 20 damages points for Forced Walk"); } //inflige des dégâts au player tout court if (effectData.PlayerDamage > 0) { PlayerMgr.Instance.TakeDamage(effectData.PlayerDamage); } //Trust if (effectData.trust) { if (BuffManager.Instance.IsTrustValidate(effectData.trustNb)) { PlayerMgr.Instance.UpdateMultiplier(2); } } //Shiver else if (effectData.shiver) { if (BuffManager.Instance.IsShiverValidate()) { PlayerMgr.Instance.UpdateMultiplier(2); } } else { PlayerMgr.Instance.UpdateMultiplier(1); } //Goosebump if (effectData.Goosebump) { if (PlayerMgr.Instance.GetTurnDamage() > 0) { PlayerMgr.Instance.UpdateMultiplier(2); } else { PlayerMgr.Instance.UpdateMultiplier(1); } } //add the move sequence GSA_PlayerMove playerMoveAction = new GSA_PlayerMove(); GameSequencer.Instance.AddAction(playerMoveAction); }
/** * Apply the move effect by creating the sequence in the gameSequencer */ public override void ApplyEffect(CardEffectData effectData, GameContext context) { //Trust if (effectData.trust) { if (BuffManager.Instance.IsTrustValidate(effectData.trustNb)) { PlayerManager.Instance.UpdateMultiplier(2); } } else { PlayerManager.Instance.UpdateMultiplier(1); } //add the move sequence GSA_PlayerMove playerMoveAction = new GSA_PlayerMove(); GameSequencer.Instance.AddAction(playerMoveAction); }