diff --git a/Assets/Battle/BaseCard.cs b/Assets/Battle/BaseCard.cs index 6b4ac7d..30053fe 100644 --- a/Assets/Battle/BaseCard.cs +++ b/Assets/Battle/BaseCard.cs @@ -2,10 +2,6 @@ using System.Collections.Generic; using UnityEngine; -public enum CardId { - CrashingPunch -} - public enum CardType { Action } diff --git a/Assets/Battle/BattleController.cs b/Assets/Battle/BattleController.cs index 27e8fc8..0f21ab2 100644 --- a/Assets/Battle/BattleController.cs +++ b/Assets/Battle/BattleController.cs @@ -7,11 +7,14 @@ public class BattleController : MonoBehaviour public HeroId[] heroIds; public MonsterId[] monsterIds; public int maxEnergy = 6; + public CardId[] cardIds; public HeroInfoUI heroUIPrefab; public GameObject uiCanvas; public BattlePlayerControls battlePlayerControls; + private List hand; + public BattleHero[] heroes; private GameObject[] heroSprites; private HeroInfoUI[] heroUIs; @@ -29,6 +32,12 @@ public class BattleController : MonoBehaviour // Start is called before the first frame update void Start() { + this.hand = new List(); + for (int i = 0; i < cardIds.Length; i++) { + BaseCard newCard = CardDatabase.CreateCard(cardIds[i]); + this.hand.Add(newCard); + } + heroes = new BattleHero[3]; heroSprites = new GameObject[3]; heroUIs = new HeroInfoUI[3]; @@ -71,7 +80,7 @@ public class BattleController : MonoBehaviour this.battlePlayerControls.OnCardUsed += this.OnCardUsed; this.battlePlayerControls.OnTurnPassed += this.OnTurnPassed; - this.battlePlayerControls.SetHand(5); + this.battlePlayerControls.SetHand(this.hand); StartHeroTurn(); } diff --git a/Assets/Battle/BattlePlayerControls.cs b/Assets/Battle/BattlePlayerControls.cs index 89ff11b..a2798ee 100644 --- a/Assets/Battle/BattlePlayerControls.cs +++ b/Assets/Battle/BattlePlayerControls.cs @@ -29,20 +29,16 @@ public class BattlePlayerControls : MonoBehaviour } - public void SetHand(int numberOfCards) { - this.cardsInHand = new List(); + public void SetHand(List hand) { this.cardsInHandUIs = new List(); - for (int i = 0; i < numberOfCards; i++) { - // TODO - BaseCard newCard = new CardCrashingPunch(); - this.cardsInHand.Add(newCard); - - GameObject newCardUI = Instantiate(this.cardPrefab, this.uiCanvas.transform); - this.cardsInHandUIs.Add(newCardUI); - newCardUI.transform.position = CalculateCardPosition(i, numberOfCards); - newCardUI.GetComponent().Init(newCard); + for (int i = 0; i < hand.Count; i++) { + BaseCard card = hand[i]; + GameObject cardUI = Instantiate(this.cardPrefab, this.uiCanvas.transform); + this.cardsInHandUIs.Add(cardUI); + cardUI.transform.position = CalculateCardPosition(i, hand.Count); + cardUI.GetComponent().Init(card); int cardIndex = i; - newCardUI.GetComponent