Add CrashingPunch and making it work

This commit is contained in:
henriquenakashima 2020-09-18 23:33:57 -04:00
parent 1c3056778e
commit d7c19e2572
15 changed files with 204 additions and 27 deletions

View file

@ -5,13 +5,15 @@ using UnityEngine.UI;
public class BattlePlayerControls : MonoBehaviour
{
public BattleController battleController;
public GameObject uiCanvas;
public GameObject cardPrefab;
public delegate void CardUsedAction(int i);
public delegate void CardUsedAction(BaseCard card);
public event CardUsedAction OnCardUsed;
private List<GameObject> cardsInHand;
private List<BaseCard> cardsInHand;
private List<GameObject> cardsInHandUIs;
// Start is called before the first frame update
void Start()
@ -26,14 +28,19 @@ public class BattlePlayerControls : MonoBehaviour
}
public void SetHand(int numberOfCards) {
this.cardsInHand = new List<GameObject>();
this.cardsInHand = new List<BaseCard>();
this.cardsInHandUIs = new List<GameObject>();
for (int i = 0; i < numberOfCards; i++) {
GameObject newCard = Instantiate(this.cardPrefab, this.uiCanvas.transform);
// TODO
BaseCard newCard = new CardCrashingPunch();
this.cardsInHand.Add(newCard);
newCard.transform.position = CalculateCardPosition(i, numberOfCards);
Button button = newCard.GetComponent<Button>();
GameObject newCardUI = Instantiate(this.cardPrefab, this.uiCanvas.transform);
this.cardsInHandUIs.Add(newCardUI);
newCardUI.transform.position = CalculateCardPosition(i, numberOfCards);
newCardUI.GetComponent<CardUI>().Init(newCard);
int cardIndex = i;
button.onClick.AddListener(delegate {OnCardClicked(cardIndex);});
newCardUI.GetComponent<Button>().onClick.AddListener(delegate {OnCardClicked(newCard);});
}
}
@ -45,7 +52,27 @@ public class BattlePlayerControls : MonoBehaviour
return new Vector3(Screen.width * 0.5f - DELTA / 2 * (count - 1) + DELTA * index, 160, 0);
}
private void OnCardClicked(int index) {
OnCardUsed(index);
private void OnCardClicked(BaseCard card) {
OnCardUsed(card);
}
private bool waitingForTarget = false;
private BattleParticipant participantClicked = null;
public IEnumerator ChooseTarget(System.Action<BattleParticipant> targetCallback) {
this.waitingForTarget = true;
while (this.participantClicked == null) {
yield return null;
}
this.waitingForTarget = false;
targetCallback(participantClicked);
this.participantClicked = null;
yield break;
}
public void OnParticipantSpriteClicked(BattleParticipant paticipant) {
if (this.waitingForTarget) {
this.participantClicked = paticipant;
}
}
}