222 lines
6.4 KiB
C#
222 lines
6.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class DeckManager : MonoBehaviour
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{
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public static DeckManager main;
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[SerializeField] private List<GameObject> deck = new List<GameObject>();
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[SerializeField] private List<Transform> cardsPosition = new List<Transform>();
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private List<GameObject> currentDeck = new List<GameObject>();
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//private List<CardConfig> passedDeck = new List<CardConfig>();
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[HideInInspector] public List<GameObject> CardInTable = new List<GameObject>();
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public int numberCurrentCard;
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public CardConfig currentCard;
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[Header("Stamina")]
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[SerializeField] private List<Image> staminaCells = new List<Image>();
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[HideInInspector] public int stamina;
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[SerializeField] private GameObject firstCard;
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[SerializeField] private GameObject firstEquip;
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[SerializeField] private GameObject secondCard;
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[SerializeField] private GameObject secondEquip;
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public bool waitingEnemyTurn = false;
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private void Awake()
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{
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if (main != null && main != this)
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{
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Debug.LogWarning("2 base enemy turn on the scene");
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Destroy(this);
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return;
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}
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main = this;
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}
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private void Start()
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{
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stamina = 3;
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CompletionDeck();
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HandingOut();
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for (int i = 0; i < DataHolder.main.PlayerEquipment.Count; i++)
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{
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var _equipmentCharacter =
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DataHolder.main.PlayerEquipment[i].GetComponent<Equipment>().equipmentConfig.equipmentCharacteristics;
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if (_equipmentCharacter.equipmentCards.Length != 0)
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{
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for (int j = 0; j < _equipmentCharacter.equipmentCards.Length; j++)
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{
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AddCard(_equipmentCharacter.equipmentCards[i]);
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}
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}
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}
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}
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public void AddCard(GameObject card)
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{
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deck.Add(card);
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}
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public void DeletedCard(GameObject card)
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{
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for (int i = 0; i < deck.Count; i++)
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{
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if (deck[i] == card)
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{
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deck.RemoveAt(i);
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return;
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}
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}
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Debug.LogWarning("No card found to delete");
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}
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public void HandingOut()
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{
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for (int i = 0; i < 5; i++)
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{
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if (currentDeck.Count > 0)
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{
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CompletionDeck();
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}
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int _number = Random.Range(0, currentDeck.Count);
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GameObject _card = Instantiate(currentDeck[_number], cardsPosition[i]);
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_card.GetComponent<Card>().number = i;
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CardInTable.Add(_card);
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currentDeck.RemoveAt(_number);
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}
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}
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public void CompletionDeck()
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{
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for (int i = 0; i < deck.Count; i++)
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{
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currentDeck.Add(deck[i]);
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}
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}
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public void NewStaminaQuantity(int q)
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{
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stamina = q;
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if (stamina > 3) stamina = 3;
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for (int i = 0; i < 3; i++)
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{
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if (i < stamina)
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{
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staminaCells[i].enabled = true;
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}
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else
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{
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staminaCells[i].enabled = false;
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}
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}
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}
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public void EndTurn(bool enemyTurn)
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{
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if (waitingEnemyTurn || Session.main.waitingEndingRound) return;
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currentCard = null;
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MarkersRegulator();
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for (int i = 0; i < 5; i++)
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{
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if (CardInTable[i] != null)
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{
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CardInTable[i].GetComponent<Card>().DestroyObject();
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}
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}
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CardInTable.Clear();
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HandingOut();
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if (stamina < 3)
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NewStaminaQuantity(stamina + 1);
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//нужна корутина для вражеского хода
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if (enemyTurn)
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StartCoroutine(EnemyStep());
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//а, вот же она
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}
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public void MarkersRegulator()
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{
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List<GameObject> _enemies = Session.main.currentEnemies;
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for (int i = 0; i < _enemies.Count; i++)
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{
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if (_enemies[i] != null)
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{
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_enemies[i].GetComponent<Enemy>().OffMarker();
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}
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}
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Player.main.OffMarker();
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if (currentCard == null)
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{
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return;
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}
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var _specializationCard = currentCard.CardCharacteristics.specialization;
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for (int i = 0; i < _enemies.Count; i++)
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{
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if (_enemies[i] != null)
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{
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if (_specializationCard == Specialization.meleeAtack)
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{
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_enemies[i].GetComponent<Enemy>().OnMarker();
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return;
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}
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else if (_specializationCard == Specialization.longAttack)
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{
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_enemies[i].GetComponent<Enemy>().OnMarker();
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}
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}
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}
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if (_specializationCard == Specialization.healing)
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{
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Player.main.OnMarker();
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}
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}
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public void ActionInEnemy(Enemy enemy)
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{
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if (waitingEnemyTurn || currentCard == null || !enemy.CheckMarker()) return;
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var _local = (int)currentCard.CardCharacteristics.enemyCount;
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if (_local != 0)
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{
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MassiveAttack(_local);
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}
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else
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{
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if (currentCard.CardCharacteristics.damage > 0)
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{
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enemy.ChangeHp(currentCard.CardCharacteristics.damage);
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}
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else if (currentCard.CardCharacteristics.addHealth > 0)
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{
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enemy.ChangeHp(-currentCard.CardCharacteristics.addHealth);
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}
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}
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NewStaminaQuantity(stamina - currentCard.CardCharacteristics.quantityStamina);
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CardInTable[numberCurrentCard].GetComponent<Card>().DestroyObject();
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currentCard = null;
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MarkersRegulator();
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}
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IEnumerator EnemyStep()
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{
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waitingEnemyTurn = true;
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Session.main.EnemiesStep();
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yield return new WaitForSeconds(0.5f);
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waitingEnemyTurn = false;
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}
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public void MassiveAttack(int _targetCount)
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{
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if(Session.main.currentEnemies.Count < _targetCount)
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{
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_targetCount = Session.main.currentEnemies.Count;
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}
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for (int i = 0; i < _targetCount; i++)
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{
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Session.main.currentEnemies[i].GetComponent<Enemy>().ChangeHp(currentCard.CardCharacteristics.damage);
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}
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}
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}
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