Monsters play emotions from hand
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parent
959458ad74
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d513657396
8 changed files with 140 additions and 11 deletions
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@ -35,6 +35,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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private EnergyPool monsterEnergy;
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private InsightLevel insightLevel;
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private HandPlayability<HeroCard> heroHandPlayability;
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private HandPlayability<MonsterCard> monsterHandPlayability;
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private delegate void BattleStateChangedAction();
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private event BattleStateChangedAction OnBattleStateChanged;
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@ -129,6 +130,9 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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this.heroHandPlayability = new HandPlayability<HeroCard>(
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this.state, this.heroEnergy, TeamChoice.Heroes, this.heroDeck);
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this.OnBattleStateChanged += this.heroHandPlayability.NotifyBattleStateChanged;
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this.monsterHandPlayability = new HandPlayability<MonsterCard>(
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this.state, this.monsterEnergy, TeamChoice.Monsters, this.monsterDeck);
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this.OnBattleStateChanged += this.monsterHandPlayability.NotifyBattleStateChanged;
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this.battlePlayerControls.Init(
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this.heroDeck, this.monsterDeck, this.playArea, this.insightLevel,
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@ -220,10 +224,6 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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yield return new WaitForSeconds(0.5f);
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// Start of monster turn
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// TODO: Play emotions from hand
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if (this.monsterEnergy.MaxEnergy < 9) {
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this.monsterEnergy.DropOneEmotion();
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}
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foreach (BattleMonster monster in this.monsters) {
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monster.ResetBlock();
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}
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@ -288,7 +288,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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}
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public bool CanUseMonsterCard(MonsterCard card) {
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return !this.state.HeroTurn && card.Owner.CanUseCard(card) && this.monsterEnergy.CanPayForCard(card);
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return this.monsterHandPlayability.IsPlayable(card);
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}
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public BattleDeck<HeroCard> GetHeroDeck() {
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