示例#1
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 public void Represent(IInteractive interactive, DropZone zone)
 {
     this.interactive = interactive;
     this.zone        = zone;
     highlight        = gameObject.AddComponent <Highlight>();
     interactive.Observe(Toggle);
 }
示例#2
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 public void Represent(PaidWindow window, DropZone zone)
 {
     this.window = window;
     this.zone   = zone;
     gameObject.AddComponent <Highlight>().TurnOn();
     canvasGroup = gameObject.AddComponent <CanvasGroup>();
 }
 public InteractiveChoice(T value, bool legal, DropZone activation, GameObject gameObject)
 {
     this.value      = value;
     this.Active     = legal;
     this.Activation = activation;
     this.GameObject = gameObject;
 }
示例#4
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 public DroppableChoice <T> Represent(T value, bool legal, DropZone zone, Game game)
 {
     this.value = value;
     this.legal = legal;
     this.zone  = zone;
     this.game  = game;
     return(this);
 }
示例#5
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 public InteractiveAbility(Ability ability, DropZone activation, Game game)
 {
     this.ability    = ability;
     this.Activation = activation;
     this.Active     = ability.Usable;
     this.game       = game;
     ability.ObserveUsability(this, game);
 }
示例#6
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 public InteractiveDiscard(Card card, DropZone activation, Game game)
 {
     this.card       = card;
     this.Activation = activation;
     this.Active     = false;
     this.grip       = game.runner.zones.grip;
     this.heap       = game.runner.zones.heap;
     this.grip.ObserveDiscarding(this);
 }
示例#7
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 public void Represent(Card card, Grip grip, Heap heap, DropZone zone)
 {
     this.card = card;
     this.grip = grip;
     this.heap = heap;
     this.zone = zone;
     grip.ObserveDiscarding(this);
     highlight = gameObject.AddComponent <Highlight>();
 }
 public void Represent(Ability ability, Game game, DropZone zone)
 {
     this.ability     = ability;
     this.game        = game;
     this.zone        = zone;
     highlight        = gameObject.AddComponent <Highlight>();
     abilityHighlight = new AbilityHighlight(highlight);
     ability.ObserveUsability(this, game);
     ability.ObserveUsability(abilityHighlight, game);
 }