public void ApplyUpgrade(UpgradeCard card) { Helpers.CurrentCard = card; //? this is not the best option switch (Stat) { case StatToUpgrade.MoveSpeed: minionToUpgrade.MoveSpeed++; minionToUpgrade.UpgradeSpeed++; break; case StatToUpgrade.AttackPower: minionToUpgrade.AttackPower++; minionToUpgrade.UpgradeAttackPower++; break; case StatToUpgrade.AttackDelay: minionToUpgrade.AttackDelay -= 0.10f; minionToUpgrade.UpgradeAttackDelay++; break; case StatToUpgrade.Health: minionToUpgrade.Health++; minionToUpgrade.UpgradeHealth++; break; default: break; } }
public void MakeSelection(Button button) { UpgradeCard cardSelected = button.GetComponent <Card>().cardData; button.GetComponent <Card>().Use(cardSelected); //Debug.Log( button.GetComponentInChildren<Text>().text); DeActivateLevelUpMenu(); }
public Card createCard(int cardId) { Card card = null; switch (cardId) { case 1001: card = new PortalCard(); break; case 1002: card = new StrengtheningTowerCard(); break; case 1003: card = new StrengtheningAllTowerCard(); break; case 1004: card = new OilCard(); break; case 1005: card = new SnowstormCard(); break; case 1006: card = new BarrierCard(); break; case 1007: card = new HornCard(); break; case 1008: card = new CrazyCard(); break; case 1009: card = new HardeningCard(); break; case 1010: card = new UpgradeCard(); break; case 1011: card = new BlackCard(); break; case 1012: card = new WhiteCard(); break; } return(card); }
public void RemoveCard(UpgradeCard cardToRemove) { Helpers.CurrentCard = cardToRemove; //Helpers.CurrentCard.IsMaxLevel = true; // makesure we dont miss this if (Cards.Contains(Helpers.CurrentCard)) // This should always be true { Cards.Remove(Helpers.CurrentCard); print($"{cardToRemove} removed "); } }
public void Init(UpgradeCard _cardData) { if (_cardData == null) { Debug.LogError("DATA is missing"); } buttonImg.sprite = _cardData.Icon; cardData = _cardData; cardData.ConfigureCardText(); buttonText.text = cardData.Text; }
/// <summary> /// The constructor for the ship /// </summary> /// <param name="id">the id</param> /// <param name="content">the content loader</param> public NebulonBFrigate(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(3, (Math.PI / 180) * 55); Arcs[1] = new FiringArc(1, (Math.PI / 180) * 125); Arcs[2] = new FiringArc(1, (Math.PI / 180) * 125); Arcs[3] = new FiringArc(2, (Math.PI / 180) * 55); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("NebulonBToken"); _hull = 5; _command = 2; if (ShipTypeA) { _squadron = 2; } else { _squadron = 1; } _engineering = 3; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; Id = id; _defenseTokens = new List <DefenseToken>(); _blueAS.Add(new BlueDie(DieTypeEnum.Blue)); _blueAS.Add(new BlueDie(DieTypeEnum.Blue)); _defenseTokens.Add(new BraceDefenseToken(0)); _defenseTokens.Add(new BraceDefenseToken(1)); _defenseTokens.Add(new EvadeDefenseToken(0)); CommandDials = new Queue <CommandDialEnum>(); }
/// <summary> /// The ship's constructor /// </summary> /// <param name="id">The ship's id</param> /// <param name="content">The content manager for loading things</param> public AssaultFrigateMarkII(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(4, (Math.PI / 180) * 67.5); Arcs[1] = new FiringArc(3, (Math.PI / 180) * 110); Arcs[2] = new FiringArc(3, (Math.PI / 180) * 110); Arcs[3] = new FiringArc(2, (Math.PI / 180) * 72.5); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("AssaultFrigateToken"); _hull = 6; _command = 3; if (ShipTypeA) { _squadron = 2; } else { _squadron = 3; } _engineering = 4; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; Id = id; _defenseTokens = new List <DefenseToken>(); _defenseTokens.Add(new RedirectDefenseToken(0)); _defenseTokens.Add(new BraceDefenseToken(0)); _defenseTokens.Add(new EvadeDefenseToken(0)); CommandDials = new Queue <CommandDialEnum>(); }
public BaseCard CreateCard(string cardName) { BaseCard cardCreating = null; GlobalCardDefinitionItem cardRepresentingItem = CardsDefinitionLibrary.GetCardDefinitionByName(cardName); if (cardRepresentingItem != null) { if (cardRepresentingItem.GetType().IsAssignableFrom(typeof(CardDefinitionBaseItem))) { cardCreating = new Card(cardName, (CardDefinitionBaseItem)cardRepresentingItem); } else if (cardRepresentingItem.GetType().IsAssignableFrom(typeof(CardDefinitionUpgradeItem))) { cardCreating = new UpgradeCard(cardName, (CardDefinitionUpgradeItem)cardRepresentingItem, CardsDefinitionLibrary.GetCardBaseItemOfUpgradeItem((CardDefinitionUpgradeItem)cardRepresentingItem)); } } return(cardCreating); }
/// <summary> /// The ship's constructor /// </summary> /// <param name="id">The ship's id</param> /// <param name="content">The content manager for loading things</param> public CR90Corvette(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(2, (Math.PI / 180) * 85); Arcs[1] = new FiringArc(2, (Math.PI / 180) * 95); Arcs[2] = new FiringArc(2, (Math.PI / 180) * 95); Arcs[3] = new FiringArc(1, (Math.PI / 180) * 85); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("CR90CorvetteToken"); _hull = 4; _command = 1; _squadron = 1; _engineering = 2; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; Id = id; _defenseTokens = new List <DefenseToken>(); _blueAS.Add(new BlueDie(DieTypeEnum.Blue)); _defenseTokens.Add(new RedirectDefenseToken(0)); _defenseTokens.Add(new EvadeDefenseToken(0)); _defenseTokens.Add(new EvadeDefenseToken(1)); CommandDials = new Queue <CommandDialEnum>(); }
/// <summary> /// The constructor for the ship /// </summary> /// <param name="id">The ID</param> /// <param name="content">The content loader</param> public VictoryStarDestroyer(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(3, (Math.PI / 180) * 105); Arcs[1] = new FiringArc(3, (Math.PI / 180) * 85); Arcs[2] = new FiringArc(3, (Math.PI / 180) * 85); Arcs[3] = new FiringArc(1, (Math.PI / 180) * 85); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("VictorySDToken153x205"); _hull = 8; _command = 3; _squadron = 3; _engineering = 4; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; Id = id; _defenseTokens = new List <DefenseToken>(); _blueAS.Add(new BlueDie(DieTypeEnum.Blue)); _defenseTokens.Add(new RedirectDefenseToken(0)); _defenseTokens.Add(new RedirectDefenseToken(1)); _defenseTokens.Add(new BraceDefenseToken(0)); CommandDials = new Queue <CommandDialEnum>(); }
/// <summary> /// The constructor /// </summary> /// <param name="id">the ID</param> /// <param name="content">The content manager used to draw things</param> public GladiatorStarDestroyer(int id, ContentManager content) { Upgrades = new UpgradeCard[8]; Arcs = new FiringArc[4]; Arcs[0] = new FiringArc(3, (Math.PI / 180) * 72.5); Arcs[1] = new FiringArc(2, (Math.PI / 180) * 110); Arcs[2] = new FiringArc(2, (Math.PI / 180) * 110); Arcs[3] = new FiringArc(1, (Math.PI / 180) * 67.5); _redAS = new List <RedDie>(); _blueAS = new List <BlueDie>(); _blackAS = new List <BlackDie>(); ShipTypeA = true; Image = content.Load <Texture2D>("GladiatorSDToken103x153"); _hull = 5; _command = 2; _squadron = 2; _engineering = 3; Id = id; _navToken = false; _engToken = false; _firToken = false; _sqdToken = false; _defenseTokens = new List <DefenseToken>(); _defenseTokens.Add(new RedirectDefenseToken(0)); _defenseTokens.Add(new EvadeDefenseToken(0)); _defenseTokens.Add(new BraceDefenseToken(0)); CommandDials = new Queue <CommandDialEnum>(); }
public void Use(UpgradeCard selectedCard) { cardData.ApplyUpgrade(selectedCard); }