PO/Assets/Scripts/DeckManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DeckManager : MonoBehaviour
{
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public static DeckManager main;
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[SerializeField] private List<GameObject> deck = new List<GameObject>();
[SerializeField] private List<Transform> cardsPosition = new List<Transform>();
private List<GameObject> currentDeck = new List<GameObject>();
//private List<CardConfig> passedDeck = new List<CardConfig>();
[HideInInspector] public List<GameObject> CardInTable = new List<GameObject>();
public int numberCurrentCard;
public CardConfig currentCard;
[Header("Stamina")]
[SerializeField] private List<Image> staminaCells = new List<Image>();
[HideInInspector] public int stamina;
public bool waitingEnemyTurn = false;
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private void Awake()
{
if (main != null && main != this)
{
Debug.LogWarning("2 base enemy turn on the scene");
Destroy(this);
return;
}
main = this;
}
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private void Start()
{
stamina = 3;
CompletionDeck();
HandingOut();
}
public void HandingOut()
{
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for (int i = 0; i < 5; i++)
{
if (currentDeck.Count > 0)
{
CompletionDeck();
}
int _number = Random.Range(0, currentDeck.Count);
GameObject _card = Instantiate(currentDeck[_number], cardsPosition[i]);
_card.GetComponent<Card>().number = i;
CardInTable.Add(_card);
currentDeck.RemoveAt(_number);
}
}
public void CompletionDeck()
{
for (int i = 0; i < deck.Count; i++)
{
currentDeck.Add(deck[i]);
}
}
public void NewStaminaQuantity(int q)
{
stamina = q;
for (int i = 0; i < 3; i++)
{
if (i < stamina)
{
staminaCells[i].enabled = true;
}
else
{
staminaCells[i].enabled = false;
}
}
}
public void EndTurn(bool enemyTurn)
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{
if (waitingEnemyTurn) return;
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for (int i = 0; i < 5; i++)
{
if (CardInTable[i] != null)
{
CardInTable[i].GetComponent<Card>().DestroyObject();
}
}
CardInTable.Clear();
if (stamina < 3)
NewStaminaQuantity(stamina + 1);
//нужна корутина для вражеского хода
if (enemyTurn)
StartCoroutine(EnemyStep());
//а, вот же она
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}
public void ActionInEnemy(Enemy enemy)
{
if (waitingEnemyTurn) return;
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if (currentCard == null) return;
if (currentCard.CardCharacteristics.damage > 0)
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{
enemy.ChangeHp(currentCard.CardCharacteristics.damage);
}
else if (currentCard.CardCharacteristics.healing > 0)
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{
enemy.ChangeHp(-currentCard.CardCharacteristics.healing);
}
NewStaminaQuantity(stamina - currentCard.CardCharacteristics.quantityStamina);
CardInTable[numberCurrentCard].GetComponent<Card>().DestroyObject();
currentCard = null;
}
public void ActionInPlayer()
{
if (waitingEnemyTurn) return;
if (currentCard == null) return;
if (currentCard.CardCharacteristics.damage > 0)
{
Player.main.ChangeHp(currentCard.CardCharacteristics.damage);
}
else if (currentCard.CardCharacteristics.healing > 0)
{
Player.main.ChangeHp(-currentCard.CardCharacteristics.healing);
}
NewStaminaQuantity(stamina - currentCard.CardCharacteristics.quantityStamina);
CardInTable[numberCurrentCard].GetComponent<Card>().DestroyObject();
currentCard = null;
}
IEnumerator EnemyStep()
{
waitingEnemyTurn = true;
Session.instance.EnemiesStep();
yield return new WaitForSeconds(0.5f);
waitingEnemyTurn = false;
HandingOut();
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}
}