Implement both styles of battle
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6bf1a8672f
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3 changed files with 46 additions and 15 deletions
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@ -6,6 +6,9 @@ using UnityEngine.SceneManagement;
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public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffectResolver, MonsterViewpoint
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{
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private bool STABLE_HAND_STYLE = false;
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private int STARTING_INSIGHT = 1;
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// Inspector public
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public HeroInfoUI heroUIPrefab;
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public GameObject uiCanvas;
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@ -59,7 +62,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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this.monsterEnergyUI.Init(this.monsterEnergy);
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this.monsterEnergy.OnEnergyChanged += this.monsterEnergyUI.NotifyEnergyChanged;
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this.insightLevel = new InsightLevel(1);
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this.insightLevel = new InsightLevel(STARTING_INSIGHT);
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this.heroes = new BattleHero[parameters.HeroIds.Length];
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this.heroSprites = new Dictionary<BattleHero, GameObject>();
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@ -171,6 +174,11 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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}
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private IEnumerator RunBattleRounds() {
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if (STABLE_HAND_STYLE) {
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this.heroDeck.DrawCards(7);
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this.monsterDeck.DrawCards(7);
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}
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while (true) {
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yield return RunBattleRound();
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}
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@ -184,8 +192,15 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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heroEnergy.Replenish();
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monsterEnergy.Replenish();
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this.heroDeck.DrawHand();
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this.monsterDeck.DrawHand();
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if (STABLE_HAND_STYLE) {
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if (this.state.Round > 1) {
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this.heroDeck.DrawCards(2);
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this.monsterDeck.DrawCards(2);
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}
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} else {
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this.heroDeck.DrawCards(5);
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this.monsterDeck.DrawCards(5);
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}
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yield return RunHeroTurn();
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@ -218,7 +233,11 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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}
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// End of hero turn
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this.heroDeck.DiscardHand();
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if (STABLE_HAND_STYLE) {
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this.heroDeck.DiscardInExcessOf(7);
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} else {
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this.heroDeck.DiscardHand();
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}
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foreach (BattleHero hero in this.heroes) {
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hero.TickStatuses();
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}
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@ -246,7 +265,11 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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}
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// End of monster turn
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this.monsterDeck.DiscardHand();
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if (STABLE_HAND_STYLE) {
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this.monsterDeck.DiscardInExcessOf(7);
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} else {
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this.monsterDeck.DiscardHand();
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}
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foreach (BattleMonster monster in this.monsters) {
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monster.TickStatuses();
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}
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