Create CardDatabase
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parent
18cfff1135
commit
246b2471f4
6 changed files with 50 additions and 17 deletions
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@ -2,10 +2,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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public enum CardId {
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CrashingPunch
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}
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public enum CardType {
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Action
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}
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@ -7,11 +7,14 @@ public class BattleController : MonoBehaviour
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public HeroId[] heroIds;
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public MonsterId[] monsterIds;
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public int maxEnergy = 6;
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public CardId[] cardIds;
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public HeroInfoUI heroUIPrefab;
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public GameObject uiCanvas;
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public BattlePlayerControls battlePlayerControls;
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private List<BaseCard> hand;
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public BattleHero[] heroes;
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private GameObject[] heroSprites;
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private HeroInfoUI[] heroUIs;
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@ -29,6 +32,12 @@ public class BattleController : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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this.hand = new List<BaseCard>();
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for (int i = 0; i < cardIds.Length; i++) {
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BaseCard newCard = CardDatabase.CreateCard(cardIds[i]);
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this.hand.Add(newCard);
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}
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heroes = new BattleHero[3];
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heroSprites = new GameObject[3];
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heroUIs = new HeroInfoUI[3];
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@ -71,7 +80,7 @@ public class BattleController : MonoBehaviour
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this.battlePlayerControls.OnCardUsed += this.OnCardUsed;
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this.battlePlayerControls.OnTurnPassed += this.OnTurnPassed;
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this.battlePlayerControls.SetHand(5);
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this.battlePlayerControls.SetHand(this.hand);
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StartHeroTurn();
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}
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@ -29,20 +29,16 @@ public class BattlePlayerControls : MonoBehaviour
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}
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public void SetHand(int numberOfCards) {
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this.cardsInHand = new List<BaseCard>();
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public void SetHand(List<BaseCard> hand) {
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this.cardsInHandUIs = new List<GameObject>();
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for (int i = 0; i < numberOfCards; i++) {
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// TODO
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BaseCard newCard = new CardCrashingPunch();
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this.cardsInHand.Add(newCard);
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GameObject newCardUI = Instantiate(this.cardPrefab, this.uiCanvas.transform);
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this.cardsInHandUIs.Add(newCardUI);
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newCardUI.transform.position = CalculateCardPosition(i, numberOfCards);
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newCardUI.GetComponent<CardUI>().Init(newCard);
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for (int i = 0; i < hand.Count; i++) {
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BaseCard card = hand[i];
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GameObject cardUI = Instantiate(this.cardPrefab, this.uiCanvas.transform);
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this.cardsInHandUIs.Add(cardUI);
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cardUI.transform.position = CalculateCardPosition(i, hand.Count);
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cardUI.GetComponent<CardUI>().Init(card);
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int cardIndex = i;
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newCardUI.GetComponent<Button>().onClick.AddListener(delegate {OnCardClicked(newCard);});
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cardUI.GetComponent<Button>().onClick.AddListener(delegate {OnCardClicked(card);});
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}
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}
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@ -304,6 +304,7 @@ MonoBehaviour:
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heroIds: 010000000000000002000000
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monsterIds: 000000000100000000000000
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maxEnergy: 6
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cardIds: 0000000000000000000000000000000000000000
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heroUIPrefab: {fileID: 6641511084601005557, guid: ef1b469b45cedee418e4c4adf577cd00,
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type: 3}
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uiCanvas: {fileID: 35522588}
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20
Assets/Battle/CardDatabase.cs
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20
Assets/Battle/CardDatabase.cs
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@ -0,0 +1,20 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public enum CardId {
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CrashingPunch
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}
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public class CardDatabase
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{
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public static BaseCard CreateCard(CardId id) {
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switch (id)
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{
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case CardId.CrashingPunch:
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return new CardCrashingPunch();
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default:
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throw new System.ArgumentException("CardId unknown", "id");
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}
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}
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}
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11
Assets/Battle/CardDatabase.cs.meta
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11
Assets/Battle/CardDatabase.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 945fc2d9e25fa7843b9290d50f9b25e9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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