public Phase(BattleManager _battleManager, Stats _playerStats, EnemyBattleData _npcData, PlayerHand _playerHand, NPCHand _npcHand) { battleManager = _battleManager; npcData = _npcData; playerStats = _playerStats; playerHand = _playerHand; npcHand = _npcHand; startingHpPlayer = playerStats.hP; currentHpPlayer = battleManager.playerCurrentHP; startingHpNPC = npcData.health; currentHpNPC = battleManager.npcCurrentHP; stage = Stages.Enter; }
public CheckGuess(BattleManager _bm, Stats _plStats, EnemyBattleData _npcData, PlayerHand _plrHnd, NPCHand _npcHnd, bool _isChallenged) : base(_bm, _plStats, _npcData, _plrHnd, _npcHnd) { name = Phases.GuessCheck; isCurrentPlayerChallenged = _isChallenged; pot = battleManager.pot; }
public CardPlay(BattleManager _bm, Stats _plStats, EnemyBattleData _npcData, PlayerHand _plrHnd, NPCHand _npcHnd) : base(_bm, _plStats, _npcData, _plrHnd, _npcHnd) { name = Phases.CardPick; playerHand.humanCardPlayed += OnHumanCardPlayed; npcHand.onCardPlayed += OnCardPlayed; infoCard = System.Array.Find(battleManager.infoCardsPrefabs, c => c.cardType == InfoType.CardPick); }
public TurnEnd(BattleManager _bm, Stats _plStats, EnemyBattleData _npcData, PlayerHand _plrHnd, NPCHand _npcHnd, bool _isWon) : base(_bm, _plStats, _npcData, _plrHnd, _npcHnd) { name = Phases.EndTurn; isChallengeWon = _isWon; table = battleManager.table; pot = battleManager.pot; infoCard = System.Array.Find(battleManager.infoCardsPrefabs, c => c.cardType == InfoType.TurnEnd); }
public Challenge(BattleManager _bm, Stats _plStats, EnemyBattleData _npcData, PlayerHand _plrHnd, NPCHand _npcHnd) : base(_bm, _plStats, _npcData, _plrHnd, _npcHnd) { name = Phases.Challenge; npcHand.onChallengeAccepted += ChallengeHuman; npcHand.onChallengePassed += PassChallengingHuman; }
public CardDeal(BattleManager _bm, Stats _plStats, EnemyBattleData _npcData, PlayerHand _plrHnd, NPCHand _npcHnd) : base(_bm, _plStats, _npcData, _plrHnd, _npcHnd) { name = Phases.CardDeal; player = battleManager.playerTurn; battleManager.onDealEnded += OnCardDealEnded; infoCard = System.Array.Find(battleManager.infoCardsPrefabs, c => c.cardType == InfoType.CardDeal); }
float exitTimer = 2f; // how long to wait before exiting this phase public Start(BattleManager _battleManager, Stats _playerStats, EnemyBattleData _npcData, PlayerHand _plrHnd, NPCHand _npcHnd) : base(_battleManager, _playerStats, _npcData, _plrHnd, _npcHnd) { name = Phases.BattleStart; cardDealer = battleManager.dealer; //npcCard = battleManager.nPCCardDisplay; //npcNameDisplay = battleManager.nPCNameDisplay; nPCDisplay = battleManager.nPCDisplay; roundNumberDisplay = battleManager.roundNumberDisplay; targetNumberDisplay = battleManager.targetNumberDisplay; currentNumberDisplay = battleManager.currentNumberDisplay; infoCard = System.Array.Find(battleManager.infoCardsPrefabs, c => c.cardType == InfoType.NewBattle); }
public NewRound(BattleManager _bm, Stats _plStats, EnemyBattleData _npcData, PlayerHand _plrHnd, NPCHand _npcHnd) : base(_bm, _plStats, _npcData, _plrHnd, _npcHnd) { name = Phases.NewRound; infoCard = System.Array.Find(battleManager.infoCardsPrefabs, c => c.cardType == InfoType.NewRound); }
float timeExit = 2f; // time to exit the phase public EndBattle(BattleManager _bm, Stats _plStats, EnemyBattleData _npcData, PlayerHand _plrHnd, NPCHand _npcHnd) : base(_bm, _plStats, _npcData, _plrHnd, _npcHnd) { name = Phases.BattleEnd; }