PO/Assets/Scripts/Card.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.Events;
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using UnityEngine.UI;
public class Card : MonoBehaviour
{
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[SerializeField] public CardConfig cardConfig;
private CardCharacteristics _card;
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[Space(3)]
[HideInInspector] public int number;
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[Header("DON'T TOUCH THIS! IT STANDART PRESET!")]
[SerializeField] private GameObject cardObject;
[SerializeField] private Image picture;
[SerializeField] private Text nameCard;
[SerializeField] private Text costTitle;
[SerializeField] private Text cost;
[SerializeField] private Text type;
[SerializeField] private Text quantity;
//этот колхоз надо переделать 100 процентов
[HideInInspector] int localquantityStamina = 0;
[HideInInspector] int localquantityHealth = 0;
[HideInInspector] int localdamage = 0;
[HideInInspector] int localaddHealth = 0;
[HideInInspector] int localaddStamina = 0;
[HideInInspector] int localaddArmor = 0;
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private void Start()
{
SaveStartCharacterisics(cardObject);
CheckLevel(cardObject);
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picture.sprite = cardConfig.CardCharacteristics.picture;
_card = cardConfig.CardCharacteristics;
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picture.sprite = _card.picture;
nameCard.text = _card.cardName;
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SetText();
}
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public void SetText()
{
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string[,] allVariables = new string[,] {{ _card.addHealth.ToString(), "Heal" },
{ _card.quantityStamina.ToString(), "Stam" },
{ _card.damage.ToString(), "Atk" },
{ _card.addStamina.ToString(), "AddStam" },
{ _card.addArmor.ToString(), "Armor"} };
int _max = 0;
int _num = 0;
for (int i = 0; i < allVariables.Length / 2; i++)
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{
if (_max < Convert.ToInt32(allVariables[i, 0]))
{
_max = Convert.ToInt32(allVariables[i, 0]);
_num = i;
}
}
costTitle.text = allVariables[_num, 1];
cost.text = allVariables[_num, 0];
allVariables[_num, 0] = "-1";
_max = -1;
for (int i = 0; i < allVariables.Length / 2; i++)
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{
if (_max < Convert.ToInt32(allVariables[i, 0]))
{
_max = Convert.ToInt32(allVariables[i, 0]);
_num = i;
}
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}
if (_max != 0)
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{
type.text = allVariables[_num, 1];
quantity.text = allVariables[_num, 0];
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}
else
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{
type.text = "";
quantity.text = "";
}
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}
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public void OnClick()
{
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//Этот метод - колхоз на колхазе сидит и колхозом погоняет
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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;
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)
{
DeckManager.main.NewStaminaQuantity(_stamina + _card.addStamina);
}
else if (_card.addArmor > 0)
{
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DeckManager.main.NewStaminaQuantity(_stamina - _card.quantityStamina);
Player.main.AddArmor(_card.addArmor);
}
else if (_card.addHealth > 0)
{
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DeckManager.main.NewStaminaQuantity(_stamina - _card.quantityStamina);
Player.main.ChangeHp(-_card.addHealth);
}
DeckManager.main.currentCard = null;
DeckManager.main.MarkersRegulator();
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DestroyObject();
return;
}
else
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{
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DeckManager.main.currentCard = cardConfig;
DeckManager.main.numberCurrentCard = number;
DeckManager.main.MarkersRegulator();
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}
}
public void SaveStartCharacterisics(GameObject _card)
{
var _cardCharacteristics = _card.GetComponent<Card>().cardConfig.CardCharacteristics;
localquantityStamina = _cardCharacteristics.quantityStamina;
localquantityHealth = _cardCharacteristics.quantityHealth;
localdamage = _cardCharacteristics.damage;
localaddHealth = _cardCharacteristics.addHealth;
localaddStamina = _cardCharacteristics.addStamina;
localaddArmor = _cardCharacteristics.addArmor;
}
public void CheckLevel(GameObject _card)
{
// Мне за это стыдно, но в голову иных варинтов не приходит
var _cardCharacteristics = _card.GetComponent<Card>().cardConfig.CardCharacteristics;
if (_cardCharacteristics.improvedLevel is true)
{
_cardCharacteristics.quantityStamina = _cardCharacteristics.quantityStamina2;
_cardCharacteristics.quantityHealth = _cardCharacteristics.quantityHealth2;
_cardCharacteristics.damage = _cardCharacteristics.damage2;
_cardCharacteristics.addHealth = _cardCharacteristics.addHealth2;
_cardCharacteristics.addStamina = _cardCharacteristics.addStamina2;
_cardCharacteristics.addArmor = _cardCharacteristics.addArmor2;
}
}
public void ResetCardCharacteristic(GameObject _card)
{
var _cardCharacteristics = _card.GetComponent<Card>().cardConfig.CardCharacteristics;
_cardCharacteristics.quantityStamina = localquantityStamina;
_cardCharacteristics.quantityHealth = localquantityHealth;
_cardCharacteristics.damage = localdamage;
_cardCharacteristics.addHealth = localaddHealth;
_cardCharacteristics.addStamina = localaddStamina;
_cardCharacteristics.addArmor = localaddArmor;
}
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public void DestroyObject()
{
ResetCardCharacteristic(cardObject);
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Destroy(cardObject);
//Camera.main.GetComponent<DeckManager>().CardInTable.RemoveAt(number);
}
}