using System.Collections; using System.Collections.Generic; using UnityEngine; public class DebugBattle { public static BattleParameters CreateParameters() { HeroId[] heroIds = new HeroId[3] { HeroId.Brute, HeroId.Alchemist, HeroId.Shaman, }; HCardId[] hCardIds = new HCardId[10] { HCardId.CrashingPunch, HCardId.LightningHatchet, HCardId.BlindFury, HCardId.Cover, HCardId.Cover, HCardId.Thunderstorm, HCardId.Scarring, HCardId.Scarring, HCardId.Meditate, HCardId.IronskinDraught, }; int[] hCardOwnerIndexes = new int[10] { 0, 2, 0, 0, 0, 2, 0, 0, 2, 1, }; MonsterId[] monsterIds = new MonsterId[3] { MonsterId.Golem, MonsterId.Bat, MonsterId.Bat, }; MCardId[] mCardIds = new MCardId[10] { MCardId.GraniteDefense, MCardId.GraniteDefense, MCardId.GolemCharge, MCardId.GolemFist, MCardId.VampireFangs, MCardId.VampireFangs, MCardId.Whirlwind, MCardId.VampireFangs, MCardId.VampireFangs, MCardId.Whirlwind, }; int[] mCardOwnerIndexes = new int[10] { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, }; BattleParameters parameters = new BattleParameters(); parameters.SetHeroes(heroIds, hCardIds, hCardOwnerIndexes); parameters.SetMonsters(monsterIds, mCardIds, mCardOwnerIndexes); return parameters; } }