示例#1
0
        public CardSkill(SkillExecutionTime executionTime, List <SkillTarget> targets, Action <CardModel> effect, SkillVisualEffect visualEffect)
        {
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            if (targets == null)
            {
                throw new ArgumentNullException("targets", "Targets parameter cannot be null.");
            }
            else if (targets.Count == 0)
            {
                throw new ArgumentException("Targets parameter cannot be empty.", "targets");
            }

            if (effect == null)
            {
                throw new ArgumentNullException("effect", "Effect parameter cannot be null.");
            }

            if (executionTime == SkillExecutionTime.OnDeployManual && targets.Count > 1)
            {
                throw new ArgumentException(
                          "In this version of the game skill marked as OnDeployManual can only have one target type. Sorry.",
                          "targets");
            }
#endif

            ExecutionTime = executionTime;
            Targets       = targets;
            Effect        = effect;
            VisualEffect  = visualEffect;
        }
示例#2
0
 /// <summary>
 /// Schedules VFXs.
 /// Number is equal to given list size and the position match corresponding card position.
 /// Effects remain inactive until played.
 /// All effects are of the same given type.
 /// </summary>
 public void ScheduleParticleEffect(List <CardUI> cards, SkillVisualEffect visualEffect)
 {
     foreach (CardUI card in cards)
     {
         InstanciateEffect(card.transform, visualEffect);
     }
 }
示例#3
0
        void InstanciateEffect(Transform position, SkillVisualEffect effect)
        {
            var instance = Instantiate(_effects[(int)effect], position);

            instance.SetActive(false);
            _instanciatedEffects.Add(instance);

            // for now there is only cloud to chose from
            ParticleEffect vfx = instance.GetComponent <ParticleEffect>();

            vfx.PlayAllEffects();
        }
示例#4
0
 internal void BroadcastPlayVFX_StatusUpdate(List <SkillTargetData> targets, SkillVisualEffect visualEffect)
 {
     if (GameLogicStatusChangedEventHandler == null)
     {
         ReturnControl(); // interface not attached - immediately return control
     }
     else
     {
         GameLogicStatusChangedEventHandler.Invoke(
             this,
             new GameLogicStatusChangedEventArgs(GameLogicMessageType.PlaySkillVFX, CurrentPlayer)
         {
             Targets          = targets,
             VisualEffect     = visualEffect,
             TopTotalStrength = TopTotalStrength,
             BotTotalStrength = BotTotalStrength
         });
     }
 }