Use VampireFangs instead of flat 2 damage

This commit is contained in:
henriquenakashima 2020-09-19 23:35:47 -04:00
parent cce0b2891c
commit c34b065ff5
6 changed files with 22 additions and 13 deletions

View file

@ -92,7 +92,6 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
// Start is called before the first frame update
void Start()
{
DecideEnemyTarget();
StartHeroTurn();
}
@ -128,19 +127,12 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
monster.ResetBlock();
}
DealDamageEffect damageEffect = new DealDamageEffect(heroes[this.enemyTarget], 2);
this.Apply(damageEffect);
MonsterCard card = MonsterCardDatabase.CreateCard(MCardId.VampireFangs, this.monsters[0]);
StartCoroutine(UseMonsterCard(card));
DecideEnemyTarget();
StartHeroTurn();
}
private int enemyTarget;
private void DecideEnemyTarget() {
this.enemyTarget = Random.Range(0, 3);
Debug.Log("Will attack " + this.heroes[this.enemyTarget].GetDisplayName());
}
public void NotifyHeroCardUsed(HeroCard card) {
if (!CanUseHeroCard(card)) {
throw new System.InvalidOperationException("Cannot use card " + card.GetDisplayName());
@ -159,6 +151,11 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
}
}
public IEnumerator UseMonsterCard(MonsterCard card) {
yield return card.Use(this, this);
// TODO: Manage monster deck.
}
public void NotifyHeroTurnPassed() {
if (this.heroTurn) {
StartEnemyTurn();