127 lines
3.8 KiB
C#
127 lines
3.8 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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[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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public bool waitingEnemyTurn = false;
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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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}
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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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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) return;
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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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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 ActionInEnemy(Enemy enemy)
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{
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if (waitingEnemyTurn) return;
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if (currentCard == null) return;
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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.healing > 0)
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{
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enemy.ChangeHp(-currentCard.CardCharacteristics.healing);
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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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}
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public void ActionInPlayer()
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{
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if (waitingEnemyTurn) return;
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if (currentCard == null) return;
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if (currentCard.CardCharacteristics.damage > 0)
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{
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Player.main.ChangeHp(currentCard.CardCharacteristics.damage);
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}
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else if (currentCard.CardCharacteristics.healing > 0)
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{
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Player.main.ChangeHp(-currentCard.CardCharacteristics.healing);
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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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}
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IEnumerator EnemyStep()
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{
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waitingEnemyTurn = true;
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Session.instance.EnemiesStep();
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yield return new WaitForSeconds(0.5f);
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waitingEnemyTurn = false;
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HandingOut();
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}
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}
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