示例#1
0
 private Card[] makeHand(Player p)
 {
     spaceType = GameController.Game.board.GetSpaceAt(p.avatar.transform.position).Type;
     return(new Card[] {
         //come up with better names
         new AxisCard("Ink & Loyalty", 0, p, this, SpellEffects.Resources, "Gain 1 ink per turn.\nGain 1 loyalty."),
         new AxisCard("Fresh Ink", 0, p, this, (Player _p, Space s) => SpellEffects.AltResources(_p), "Gain 1 ink.\nGain 1 ink per turn"),
         new AxisCard("Pillar", 5, p, this, SpellEffects.Pillar, "This Inkwell becomes a Pillar."),
         getFactionCard(spaceType, p)
     });
 }
示例#2
0
    private Card getFactionCard(Space.Types t, Player p)
    {
        //returns the special axis card ascociated with the given space
        switch (t)
        {
        case Space.Types.DEAD:
            return(new AxisCard("Devotion", 0, p, this, (Player q, Space s) => q.GainLoyalty(Card.Factions.EIR, 2), "Gain 2 loyalty.", 2, Card.Factions.EIR));

        case Space.Types.WATER:
            return(new AxisCard("Ink Stream", 0, p, this, (Player q, Space s) => q.GainMana(3), "Gain 3 ink.", 2, Card.Factions.SALT));

        case Space.Types.NATURE:
            return(new AxisCard("Shroud", 0, p, this, (Player q, Space s) => SpellEffects.ConjureFog(s.transform.position), "Give this space fog.", 2, Card.Factions.WHITE));

        case Space.Types.COLD:
            return(new AxisCard("Survey", 2, p, this, (Player q, Space s) => q.Draw(2), "Draw 2 cards.", 3, Card.Factions.DRA));
        }
        return(null);
    }
示例#3
0
 private static bool IsSpaceType(Vector2 space, Space.Types type)
 {
     //a template effect, to be called by other effects
     //returns true if the target space is of the correct type
     return(GameController.Game.board.GetSpaceAt(space).Type == type);
 }