PO/Assets/Scripts/Card.cs

174 lines
6.2 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.Events;
using UnityEngine.UI;
public class Card : MonoBehaviour
{
[SerializeField] public CardConfig cardConfig;
private CardCharacteristics _card;
[Space(3)]
[HideInInspector] public int number;
[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;
private void Start()
{
SaveStartCharacterisics(cardObject);
CheckLevel(cardObject);
picture.sprite = cardConfig.CardCharacteristics.picture;
_card = cardConfig.CardCharacteristics;
picture.sprite = _card.picture;
nameCard.text = _card.cardName;
SetText();
}
public void SetText()
{
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++)
{
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++)
{
if (_max < Convert.ToInt32(allVariables[i, 0]))
{
_max = Convert.ToInt32(allVariables[i, 0]);
_num = i;
}
}
if (_max != 0)
{
type.text = allVariables[_num, 1];
quantity.text = allVariables[_num, 0];
}
else
{
type.text = "";
quantity.text = "";
}
}
public void OnClick()
{
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//Этот метод - колхоз на колхазе сидит и колхозом погоняет
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
if (Session.main.waitingEndingRound || DeckManager.main.waitingEnemyTurn) return;
var _card = cardConfig.CardCharacteristics;
//ВАРНИНГ! НЕ РАБОТАЕТ С КАРТАМИ НА -ЗДОРОВЬЕ!!
int _stamina = DeckManager.main.stamina;
if (_stamina < cardConfig.CardCharacteristics.quantityStamina) return;
if (_card.specialization == Specialization.healing)
{
if (_card.addStamina > 0)
{
DeckManager.main.NewStaminaQuantity(_stamina + _card.addStamina);
}
else if (_card.addArmor > 0)
{
DeckManager.main.NewStaminaQuantity(_stamina - _card.quantityStamina);
Player.main.AddArmor(_card.addArmor);
}
else if (_card.addHealth > 0)
{
DeckManager.main.NewStaminaQuantity(_stamina - _card.quantityStamina);
Player.main.ChangeHp(-_card.addHealth);
}
DeckManager.main.currentCard = null;
DeckManager.main.MarkersRegulator();
DestroyObject();
return;
}
else
{
DeckManager.main.currentCard = cardConfig;
DeckManager.main.numberCurrentCard = number;
DeckManager.main.MarkersRegulator();
}
}
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;
}
public void DestroyObject()
{
ResetCardCharacteristic(cardObject);
Destroy(cardObject);
//Camera.main.GetComponent<DeckManager>().CardInTable.RemoveAt(number);
}
}