Add monster energy indicator
This commit is contained in:
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537538a6ca
commit
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6 changed files with 228 additions and 50 deletions
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@ -14,6 +14,8 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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public HeroInfoUI heroUIPrefab;
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public HeroInfoUI heroUIPrefab;
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public GameObject uiCanvas;
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public GameObject uiCanvas;
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public BattlePlayerControls battlePlayerControls;
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public BattlePlayerControls battlePlayerControls;
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public EnergyUI heroEnergyUI;
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public EnergyUI monsterEnergyUI;
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private HeroCardDatabase heroCardDatabase;
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private HeroCardDatabase heroCardDatabase;
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private MonsterCardDatabase monsterCardDatabase;
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private MonsterCardDatabase monsterCardDatabase;
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@ -31,15 +33,20 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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private bool heroTurn;
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private bool heroTurn;
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private bool heroPassedTurn;
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private bool heroPassedTurn;
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private int maxEnergy;
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private EnergyPool heroEnergy;
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private int energy;
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private EnergyPool monsterEnergy;
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private int maxMEnergy;
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private int mEnergy;
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void Awake() {
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void Awake() {
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this.heroCardDatabase = new HeroCardDatabase();
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this.heroCardDatabase = new HeroCardDatabase();
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this.monsterCardDatabase = new MonsterCardDatabase();
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this.monsterCardDatabase = new MonsterCardDatabase();
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this.heroEnergy = new EnergyPool();
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this.heroEnergyUI.Init(this.heroEnergy);
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this.heroEnergy.OnEnergyChanged += this.heroEnergyUI.NotifyEnergyChanged;
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this.monsterEnergy = new EnergyPool();
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this.monsterEnergyUI.Init(this.monsterEnergy);
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this.monsterEnergy.OnEnergyChanged += this.monsterEnergyUI.NotifyEnergyChanged;
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heroes = new BattleHero[3];
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heroes = new BattleHero[3];
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heroSprites = new GameObject[3];
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heroSprites = new GameObject[3];
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heroUIs = new HeroInfoUI[3];
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heroUIs = new HeroInfoUI[3];
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@ -136,8 +143,8 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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this.damageTriggers.RemoveAll(t => t.Expiration == TriggerExpiration.StartOfNextHeroTurn);
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this.damageTriggers.RemoveAll(t => t.Expiration == TriggerExpiration.StartOfNextHeroTurn);
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this.energy = this.maxEnergy;
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heroEnergy.Replenish();
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this.mEnergy = this.maxMEnergy;
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monsterEnergy.Replenish();
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this.heroDeck.DrawHand();
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this.heroDeck.DrawHand();
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this.monsterDeck.DrawHand();
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this.monsterDeck.DrawHand();
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@ -149,9 +156,10 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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private IEnumerator RunHeroTurn() {
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private IEnumerator RunHeroTurn() {
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// Start of hero turn
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// Start of hero turn
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if (this.maxEnergy < 9) {
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this.maxEnergy++;
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// TODO: Play emotions from hand
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this.energy++;
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if (this.heroEnergy.MaxEnergy < 9) {
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this.heroEnergy.DropOneEmotion();
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}
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}
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foreach (BattleHero hero in this.heroes) {
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foreach (BattleHero hero in this.heroes) {
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hero.ResetBlock();
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hero.ResetBlock();
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@ -171,9 +179,8 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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yield return new WaitForSeconds(0.5f);
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yield return new WaitForSeconds(0.5f);
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// Start of monster turn
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// Start of monster turn
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if (this.maxMEnergy < 9) {
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if (this.monsterEnergy.MaxEnergy < 9) {
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this.maxMEnergy++;
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this.monsterEnergy.DropOneEmotion();
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this.mEnergy++;
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}
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}
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foreach (BattleMonster monster in this.monsters) {
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foreach (BattleMonster monster in this.monsters) {
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monster.ResetBlock();
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monster.ResetBlock();
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@ -201,7 +208,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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public IEnumerator UseHeroCard(HeroCard card) {
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public IEnumerator UseHeroCard(HeroCard card) {
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yield return card.Use(this, battlePlayerControls);
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yield return card.Use(this, battlePlayerControls);
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PayHeroCardCost(card);
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this.heroEnergy.PayForCard(card);
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this.heroDeck.RemoveCardFromHand(card);
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this.heroDeck.RemoveCardFromHand(card);
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if (card.IsPermanent()) {
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if (card.IsPermanent()) {
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this.playArea.AddPlayedHeroPermanent(card);
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this.playArea.AddPlayedHeroPermanent(card);
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@ -212,7 +219,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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public IEnumerator UseMonsterCard(MonsterCard card) {
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public IEnumerator UseMonsterCard(MonsterCard card) {
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yield return card.Use(this, this);
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yield return card.Use(this, this);
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PayMonsterCardCost(card);
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this.monsterEnergy.PayForCard(card);
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this.monsterDeck.RemoveCardFromHand(card);
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this.monsterDeck.RemoveCardFromHand(card);
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if (card.IsPermanent()) {
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if (card.IsPermanent()) {
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this.playArea.AddPlayedMonsterPermanent(card);
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this.playArea.AddPlayedMonsterPermanent(card);
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@ -230,27 +237,11 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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}
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}
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public bool CanUseHeroCard(HeroCard card) {
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public bool CanUseHeroCard(HeroCard card) {
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return this.heroTurn && this.energy >= card.GetCost();
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return this.heroTurn && this.heroEnergy.CanPayForCard(card);
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}
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}
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public bool CanUseMonsterCard(MonsterCard card) {
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public bool CanUseMonsterCard(MonsterCard card) {
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return !this.heroTurn && this.mEnergy >= card.GetCost();
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return !this.heroTurn && this.monsterEnergy.CanPayForCard(card);
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}
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private void PayHeroCardCost(HeroCard card) {
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this.energy -= card.GetCost();
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}
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private void PayMonsterCardCost(MonsterCard card) {
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this.mEnergy -= card.GetCost();
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}
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public int GetEnergy() {
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return this.energy;
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}
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public int GetMaxEnergy() {
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return this.maxEnergy;
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}
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}
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public BattleDeck<HeroCard> GetHeroDeck() {
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public BattleDeck<HeroCard> GetHeroDeck() {
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@ -275,6 +266,9 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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this.damageTriggers.RemoveAll(t => t.Expired);
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this.damageTriggers.RemoveAll(t => t.Expired);
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}
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}
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public EnergyPool HeroEnergy {get => this.heroEnergy;}
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public EnergyPool MonsterEnergy {get => this.monsterEnergy;}
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// IBattleEffectApplier
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// IBattleEffectApplier
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public void Apply(IBattleEffect effect) {
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public void Apply(IBattleEffect effect) {
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effect.Apply(this);
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effect.Apply(this);
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@ -282,7 +276,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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// IBattleEffectResolver
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// IBattleEffectResolver
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public void IncreaseHeroMaxEnergy(IncreaseMaxEnergyEffect effect) {
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public void IncreaseHeroMaxEnergy(IncreaseMaxEnergyEffect effect) {
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this.maxEnergy += effect.Amount;
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this.heroEnergy.MaxEnergy += effect.Amount;
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}
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}
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public void IncreaseMaxHP(IncreaseMaxHPEffect effect) {
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public void IncreaseMaxHP(IncreaseMaxHPEffect effect) {
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@ -132,7 +132,7 @@ GameObject:
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m_Layer: 5
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m_Layer: 5
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m_Name: EnergyUI
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m_Name: HeroEnergyUI
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@ -171,7 +171,6 @@ MonoBehaviour:
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m_Name:
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@ -312,6 +312,8 @@ MonoBehaviour:
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uiCanvas: {fileID: 35522588}
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uiCanvas: {fileID: 35522588}
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battlePlayerControls: {fileID: 1436154611}
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41
Assets/Battle/EnergyPool.cs
Normal file
41
Assets/Battle/EnergyPool.cs
Normal file
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@ -0,0 +1,41 @@
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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 class EnergyPool
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{
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private int maxEnergy;
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private int energy;
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||||||
|
|
||||||
|
public delegate void EnergyChangedAction();
|
||||||
|
public event EnergyChangedAction OnEnergyChanged;
|
||||||
|
|
||||||
|
public void Replenish() {
|
||||||
|
this.energy = this.maxEnergy;
|
||||||
|
TriggerOnEnergyChanged();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DropOneEmotion() {
|
||||||
|
this.maxEnergy++;
|
||||||
|
this.energy++;
|
||||||
|
TriggerOnEnergyChanged();
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool CanPayForCard(BaseCard card) {
|
||||||
|
return this.energy >= card.GetCost();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PayForCard(BaseCard card) {
|
||||||
|
this.energy -= card.GetCost();
|
||||||
|
TriggerOnEnergyChanged();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TriggerOnEnergyChanged() {
|
||||||
|
if (this.OnEnergyChanged != null) {
|
||||||
|
OnEnergyChanged();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int MaxEnergy {get => this.maxEnergy; set => this.maxEnergy = value;}
|
||||||
|
public int Energy {get => this.energy;}
|
||||||
|
}
|
||||||
11
Assets/Battle/EnergyPool.cs.meta
Normal file
11
Assets/Battle/EnergyPool.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 59a0ba79b951ce94eb3564430b432e6b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -6,28 +6,29 @@ using UnityEngine.UI;
|
||||||
public class EnergyUI : MonoBehaviour
|
public class EnergyUI : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Text text;
|
public Text text;
|
||||||
public BattleController battleController;
|
|
||||||
|
|
||||||
private int renderedEnergy = -1;
|
private EnergyPool pool;
|
||||||
private int renderedMaxEnergy = -1;
|
|
||||||
|
public void Init(EnergyPool pool) {
|
||||||
|
this.pool = pool;
|
||||||
|
}
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
Render();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
private void Render()
|
||||||
void Update()
|
|
||||||
{
|
{
|
||||||
if (this.renderedEnergy != battleController.GetEnergy() || this.renderedMaxEnergy != battleController.GetMaxEnergy()) {
|
string currentEnergyString = "" + this.pool.Energy;
|
||||||
string currentEnergyString = "" + battleController.GetEnergy();
|
if (this.pool.Energy == 0) {
|
||||||
if (battleController.GetEnergy() == 0) {
|
currentEnergyString = "<color=red>" + currentEnergyString + "</color>";
|
||||||
currentEnergyString = "<color=red>" + currentEnergyString + "</color>";
|
|
||||||
}
|
|
||||||
text.text = "Energy: " + currentEnergyString + " / " + battleController.GetMaxEnergy();
|
|
||||||
this.renderedEnergy = battleController.GetEnergy();
|
|
||||||
this.renderedMaxEnergy = battleController.GetMaxEnergy();
|
|
||||||
}
|
}
|
||||||
|
text.text = "Energy: " + currentEnergyString + " / " + this.pool.MaxEnergy;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void NotifyEnergyChanged() {
|
||||||
|
Render();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
1
TODO.txt
1
TODO.txt
|
|
@ -1,2 +1,3 @@
|
||||||
- Make battle end
|
- Make battle end
|
||||||
- Do not allow dead heroes to act
|
- Do not allow dead heroes to act
|
||||||
|
- Rename CardId to HCardId
|
||||||
Loading…
Add table
Add a link
Reference in a new issue