PO/Assets/Scripts/DeckManager.cs

258 lines
7.6 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 UnityEngine.UI;
public class DeckManager : MonoBehaviour
{
public int turn = 0;
public static DeckManager main;
[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;
[SerializeField] private GameObject firstCard;
[SerializeField] private GameObject firstEquip;
[SerializeField] private GameObject secondCard;
[SerializeField] private GameObject secondEquip;
public bool waitingEnemyTurn = false;
private void Awake()
{
if (main != null && main != this)
{
Debug.LogWarning("2 base enemy turn on the scene");
Destroy(this);
return;
}
main = this;
}
private void Start()
{
stamina = 3;
CompletionDeck();
HandingOut();
for (int i = 0; i < DataHolder.main.PlayerEquipment.Count; i++)
{
var _equipmentCharacter =
DataHolder.main.PlayerEquipment[i].GetComponent<Equipment>().equipmentConfig.equipmentCharacteristics;
if (_equipmentCharacter.equipmentCards.Length != 0)
{
for (int j = 0; j < _equipmentCharacter.equipmentCards.Length; j++)
{
AddCard(_equipmentCharacter.equipmentCards[i]);
}
}
}
}
public void AddCard(GameObject card)
{
deck.Add(card);
}
public void DeletedCard(GameObject card)
{
for (int i = 0; i < deck.Count; i++)
{
if (deck[i] == card)
{
deck.RemoveAt(i);
return;
}
}
Debug.LogWarning("No card found to delete");
}
public void HandingOut()
{
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;
if (stamina > 3) stamina = 3;
for (int i = 0; i < 3; i++)
{
if (i < stamina)
{
staminaCells[i].enabled = true;
}
else
{
staminaCells[i].enabled = false;
}
}
}
public void EndTurn(bool enemyTurn)
{
if (waitingEnemyTurn || Session.main.waitingEndingRound) return;
currentCard = null;
MarkersRegulator();
for (int i = 0; i < 5; i++)
{
if (CardInTable[i] != null)
{
CardInTable[i].GetComponent<Card>().DestroyObject();
}
}
CardInTable.Clear();
HandingOut();
if (stamina < 3)
NewStaminaQuantity(stamina + 1);
// effects on en
for (int i = 0; i < Session.main.currentEnemies.Count; i++)
{
Session.main.currentEnemies[i].GetComponent<Enemy>().EffectsBy();
}
//effects on pl
Player.main.EffectsBy();
//if pl by stun => en makes 2 step
int _count = 1;
//нужна корутина для вражеского хода
if (Player.main.hasStun is false)
{
_count = 1;
}
else
{
Player.main.hasStun = false;
_count = 2;
}
for (int i = 0; i < _count; i++)
{
if (enemyTurn)
StartCoroutine(EnemyStep());
//а, вот же она
turn += 1;
}
}
public void MarkersRegulator()
{
List<GameObject> _enemies = Session.main.currentEnemies;
for (int i = 0; i < _enemies.Count; i++)
{
if (_enemies[i] != null)
{
_enemies[i].GetComponent<Enemy>().OffMarker();
}
}
Player.main.OffMarker();
if (currentCard == null)
{
return;
}
var _specializationCard = currentCard.CardCharacteristics.specialization;
for (int i = 0; i < _enemies.Count; i++)
{
if (_enemies[i] != null)
{
if (_specializationCard == Specialization.meleeAtack)
{
_enemies[i].GetComponent<Enemy>().OnMarker();
return;
}
else if (_specializationCard == Specialization.longAttack)
{
_enemies[i].GetComponent<Enemy>().OnMarker();
}
}
}
if (_specializationCard == Specialization.healing)
{
Player.main.OnMarker();
}
}
public void ActionInEnemy(Enemy enemy)
{
if (waitingEnemyTurn || currentCard == null || !enemy.CheckMarker()) return;
var _local = (int)currentCard.CardCharacteristics.enemyCount;
if (currentCard.CardCharacteristics.effects.Length > 0)
{
for (int i = 0; i < currentCard.CardCharacteristics.effects.Length; i++)
{
enemy.effectsName.Add(currentCard.CardCharacteristics.effects[i].effect.ToString());
enemy.effectsDamage.Add(currentCard.CardCharacteristics.effects[i].damage);
enemy.effectsTurns.Add(currentCard.CardCharacteristics.effects[i].turns);
LibraryEffects.main.InstantiateEffect(currentCard.CardCharacteristics.effects[i].effect.ToString(), enemy.gameObject,
currentCard.CardCharacteristics.effects[i].damage, i);
}
}
if (_local != 0)
{
MassiveAttack(_local);
}
else
{
if (currentCard.CardCharacteristics.damage > 0)
{
enemy.ChangeHp(currentCard.CardCharacteristics.damage);
}
else if (currentCard.CardCharacteristics.addHealth > 0)
{
enemy.ChangeHp(-currentCard.CardCharacteristics.addHealth);
}
}
NewStaminaQuantity(stamina - currentCard.CardCharacteristics.quantityStamina);
CardInTable[numberCurrentCard].GetComponent<Card>().DestroyObject();
currentCard = null;
MarkersRegulator();
}
IEnumerator EnemyStep()
{
waitingEnemyTurn = true;
Session.main.EnemiesStep();
yield return new WaitForSeconds(0.5f);
waitingEnemyTurn = false;
}
public void MassiveAttack(int _targetCount)
{
if(Session.main.currentEnemies.Count < _targetCount)
{
_targetCount = Session.main.currentEnemies.Count;
}
for (int i = 0; i < _targetCount; i++)
{
Session.main.currentEnemies[i].GetComponent<Enemy>().ChangeHp(currentCard.CardCharacteristics.damage);
}
}
}