2022-01-12 10:06:03 +03:00
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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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2022-01-13 23:33:21 +03:00
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using System;
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2022-01-13 11:00:37 +03:00
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using UnityEngine.Events;
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2022-01-12 10:06:03 +03:00
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using UnityEngine.UI;
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public class Card : MonoBehaviour
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{
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[SerializeField] private CardConfig cardConfig;
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private CardCharacteristics _card;
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[Space(3)]
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[HideInInspector] public int number;
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[Header("DON'T TOUCH THIS! IT STANDART PRESET!")]
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[SerializeField] private GameObject cardObject;
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[SerializeField] private Image picture;
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[SerializeField] private Text nameCard;
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[SerializeField] private Text costTitle;
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[SerializeField] private Text cost;
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[SerializeField] private Text type;
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[SerializeField] private Text quantity;
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//этот колхоз надо переделать 100 процентов
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private void Start()
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{
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picture.sprite = cardConfig.CardCharacteristics.picture;
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_card = cardConfig.CardCharacteristics;
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picture.sprite = _card.picture;
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nameCard.text = _card.cardName;
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SetText();
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}
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public void SetText()
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{
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string[,] allVariables = new string[,] {{ _card.addHealth.ToString(), "Heal" },
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{ _card.quantityStamina.ToString(), "Stam" },
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{ _card.damage.ToString(), "Atk" },
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{ _card.addStamina.ToString(), "AddStam" },
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{ _card.addArmor.ToString(), "Armor"} };
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int _max = 0;
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int _num = 0;
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for (int i = 0; i < allVariables.Length / 2; i++)
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{
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if (_max < Convert.ToInt32(allVariables[i, 0]))
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{
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_max = Convert.ToInt32(allVariables[i, 0]);
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_num = i;
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}
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}
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costTitle.text = allVariables[_num, 1];
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cost.text = allVariables[_num, 0];
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allVariables[_num, 0] = "-1";
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_max = -1;
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for (int i = 0; i < allVariables.Length / 2; i++)
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{
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if (_max < Convert.ToInt32(allVariables[i, 0]))
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{
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_max = Convert.ToInt32(allVariables[i, 0]);
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_num = i;
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}
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}
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if (_max != 0)
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{
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type.text = allVariables[_num, 1];
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quantity.text = allVariables[_num, 0];
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}
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else
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{
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type.text = "";
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quantity.text = "";
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}
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}
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public void OnClick()
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{
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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//Этот метод - колхоз на колхазе сидит и колхозом погоняет
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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if (Session.main.waitingEndingRound || DeckManager.main.waitingEnemyTurn) return;
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var _card = cardConfig.CardCharacteristics;
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//ВАРНИНГ! НЕ РАБОТАЕТ С КАРТАМИ НА -ЗДОРОВЬЕ!!
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int _stamina = DeckManager.main.stamina;
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if (_stamina < cardConfig.CardCharacteristics.quantityStamina) return;
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if (_card.specialization == Specialization.healing)
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{
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if (_card.addStamina > 0)
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{
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DeckManager.main.NewStaminaQuantity(_stamina + _card.addStamina);
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}
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else if (_card.addArmor > 0)
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{
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DeckManager.main.NewStaminaQuantity(_stamina - _card.quantityStamina);
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Player.main.AddArmor(_card.addArmor);
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}
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else if (_card.addHealth > 0)
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{
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DeckManager.main.NewStaminaQuantity(_stamina - _card.quantityStamina);
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Player.main.ChangeHp(-_card.addHealth);
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}
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DeckManager.main.currentCard = null;
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DeckManager.main.MarkersRegulator();
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DestroyObject();
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return;
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}
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else
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{
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DeckManager.main.currentCard = cardConfig;
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DeckManager.main.numberCurrentCard = number;
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DeckManager.main.MarkersRegulator();
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}
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}
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public void DestroyObject()
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{
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Destroy(cardObject);
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//Camera.main.GetComponent<DeckManager>().CardInTable.RemoveAt(number);
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}
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}
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