Monsters play emotions from hand
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959458ad74
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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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17
Assets/Battle/CardsMonsters/EagernessMCard.cs
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17
Assets/Battle/CardsMonsters/EagernessMCard.cs
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@ -0,0 +1,17 @@
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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 EagernessMCard : MonsterCard
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{
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public EagernessMCard(BattleParticipant owner)
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: base(owner, MCardId.Eagerness, "Eagerness", 0, CardType.Emotion,
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"1 Energy") {
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}
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public override IEnumerator Use(IBattleEffectApplier effectApplier,
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MonsterViewpoint viewpoint) {
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effectApplier.Apply(new DropEmotionEffect(1, this.owner.Team));
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yield break;
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}
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}
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11
Assets/Battle/CardsMonsters/EagernessMCard.cs.meta
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11
Assets/Battle/CardsMonsters/EagernessMCard.cs.meta
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@ -0,0 +1,11 @@
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@ -42,24 +42,31 @@ public class CheatBattle: MonoBehaviour
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MonsterId.Bat,
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};
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MCardId[] mCardIds = new MCardId[10] {
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MCardId[] mCardIds = new MCardId[17] {
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MCardId.Eagerness,
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MCardId.Eagerness,
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MCardId.Eagerness,
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MCardId.GraniteDefense,
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MCardId.GraniteDefense,
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MCardId.GolemCharge,
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MCardId.GolemFist,
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MCardId.Eagerness,
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MCardId.Eagerness,
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MCardId.VampireFangs,
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MCardId.VampireFangs,
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MCardId.Whirlwind,
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MCardId.Eagerness,
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MCardId.Eagerness,
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MCardId.VampireFangs,
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MCardId.VampireFangs,
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MCardId.Whirlwind,
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};
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int[] mCardOwnerIndexes = new int[10] {
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0, 0, 0, 0,
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1, 1, 1,
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2, 2, 2,
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int[] mCardOwnerIndexes = new int[17] {
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0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1,
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2, 2, 2, 2, 2,
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};
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BattleParameters parameters = new BattleParameters();
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parameters.SetHeroes(heroIds, hCardIds, hCardOwnerIndexes);
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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public enum MCardId {
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Eagerness,
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QuickSwiftDeath,
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VampireFangs,
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Whirlwind,
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@ -21,6 +22,8 @@ public class MonsterCardDatabase : CardDatabase<MonsterCard>
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MCardId monsterCardId = (MCardId) id;
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switch (monsterCardId)
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{
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case MCardId.Eagerness:
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return new EagernessMCard(owner);
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case MCardId.QuickSwiftDeath:
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return new QuickSwiftDeathMCard(owner);
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case MCardId.VampireFangs:
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BIN
Assets/Resources/CardArt/MonsterEagerness.jpg
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BIN
Assets/Resources/CardArt/MonsterEagerness.jpg
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92
Assets/Resources/CardArt/MonsterEagerness.jpg.meta
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92
Assets/Resources/CardArt/MonsterEagerness.jpg.meta
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1
TODO.txt
1
TODO.txt
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@ -3,7 +3,6 @@ Battle
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- Do not Highlight unusable cards
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- Show which cards enemies will use
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- Show on who enemies will use the cards
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- Extend BattleState to be more than hero turn true/false
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- Highlight which card is targeting
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- Allow cancelling targeting
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