Finish merging BattleClock and BattleState
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parent
658978682b
commit
5962ea9fd6
4 changed files with 17 additions and 25 deletions
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@ -154,7 +154,6 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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private IEnumerator RunBattleRound() {
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this.state.Clock.AdvanceRound();
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this.state.AdvanceToTeamTurn(TeamChoice.Heroes);
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this.damageTriggers.RemoveAll(t => t.Expiration == TriggerExpiration.StartOfNextHeroTurn);
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@ -162,7 +161,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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monsterEnergy.Replenish();
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if (STABLE_HAND_STYLE) {
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if (this.state.Round > 1) {
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if (this.state.Clock.Now.RoundNumber > 1) {
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this.heroDeck.DrawCards(3);
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this.monsterDeck.DrawCards(3);
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}
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@ -173,7 +172,6 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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yield return RunHeroTurn();
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this.state.AdvanceToTeamTurn(TeamChoice.Monsters);
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yield return RunMonsterTurn();
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this.state.Clock.AdvanceToStep(RoundStep.EndOfRound);
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@ -183,6 +181,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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private IEnumerator RunHeroTurn() {
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// Start of hero turn
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this.state.Clock.AdvanceToStep(RoundStep.StartOfHeroTurn);
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this.state.ClearEmotionPlayed();
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OnBattleStateChanged();
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this.monsterIntentions.ResumeIntentions();
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@ -224,15 +223,16 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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}
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private IEnumerator RunMonsterTurn() {
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this.state.Clock.AdvanceToStep(RoundStep.StartOfMonsterTurn);
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OnBattleStateChanged();
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yield return new WaitForSeconds(0.5f);
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// Start of monster turn
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this.state.Clock.AdvanceToStep(RoundStep.StartOfMonsterTurn);
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this.state.ClearEmotionPlayed();
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foreach (BattleMonster monster in this.monsters) {
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monster.ResetBlock();
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}
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OnBattleStateChanged();
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yield return new WaitForSeconds(0.5f);
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// Monsters play an emotion
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List<MonsterCard> monsterHand = this.monsterDeck.GetHandPile();
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