Implement GraniteDefense
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ef9ec43c8a
commit
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5 changed files with 39 additions and 2 deletions
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@ -306,7 +306,7 @@ MonoBehaviour:
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heroIds: 010000000000000002000000
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monsterIds: 010000000000000000000000
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cardIds: 00000000000000000000000001000000010000000100000004000000030000000300000000000000
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mCardIds: 0800000008000000080000000800000008000000
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mCardIds: 0600000006000000060000000800000008000000
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mCardOwnerIndexes: 0000000000000000000000000000000000000000
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heroUIPrefab: {fileID: 6641511084601005557, guid: ef1b469b45cedee418e4c4adf577cd00,
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type: 3}
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21
Assets/Battle/CardsMonsters/GraniteDefenseMCard.cs
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21
Assets/Battle/CardsMonsters/GraniteDefenseMCard.cs
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@ -0,0 +1,21 @@
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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 GraniteDefenseMCard : MonsterCard
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{
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public GraniteDefenseMCard(BattleParticipant owner)
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: base(owner, MCardId.GolemBerserk, "Granite Defense", 3, CardType.Skill,
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"Block 5 damage on other allies.") {
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}
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public override IEnumerator Use(IBattleEffectApplier effectApplier, MonsterViewpoint monsterViewpoint) {
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yield return new WaitForSeconds(1f);
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foreach (BattleMonster monster in monsterViewpoint.Monsters) {
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if (monster != this.owner) {
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effectApplier.Apply(new BlockEffect(monster, 5));
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yield return new WaitForSeconds(1f);
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}
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}
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}
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}
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11
Assets/Battle/CardsMonsters/GraniteDefenseMCard.cs.meta
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11
Assets/Battle/CardsMonsters/GraniteDefenseMCard.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f39c6f5691c165540b6ea0ee1c2bde57
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -27,6 +27,8 @@ public class MonsterCardDatabase : CardDatabase<MonsterCard>
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return new VampireFangsMCard(owner);
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case MCardId.GolemFist:
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return new GolemFistMCard(owner);
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case MCardId.GraniteDefense:
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return new GraniteDefenseMCard(owner);
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case MCardId.GolemCharge:
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return new GolemChargeMCard(owner);
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case MCardId.GolemBerserk:
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3
TODO.txt
3
TODO.txt
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@ -1,3 +1,6 @@
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- Rename CardId to HCardId
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- Animate rearrange hand after card is used
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- Make hero cards be used in sequence Coroutines, not in parallel
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- Do not Highlight unusable cards
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- Dim unusable cards
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- Add stun marker
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