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Assets/TcgEngine/Scripts/Effects/EffectSummon.cs
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40
Assets/TcgEngine/Scripts/Effects/EffectSummon.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TcgEngine.Gameplay;
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namespace TcgEngine
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{
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//Effect to Summon an entirely new card (not in anyones deck)
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//And places it on the board (if target slot) or hand (if target player)
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//Unlike EffectCreate, this effect targets where the card goes, and the carddata is selected on the effect
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[CreateAssetMenu(fileName = "effect", menuName = "TcgEngine/Effect/Summon", order = 10)]
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public class EffectSummon : EffectData
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{
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public CardData summon;
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public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, Player target)
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{
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logic.SummonCardHand(target, summon, caster.VariantData); //Summon in hand instead of board when target a player
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}
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public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, Card target)
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{
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Player player = logic.GameData.GetPlayer(caster.player_id);
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logic.SummonCard(player, summon, caster.VariantData, target.slot); //Assumes the target has just been killed, so the slot is empty
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}
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public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, Slot target)
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{
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Player player = logic.GameData.GetPlayer(caster.player_id);
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logic.SummonCard(player, summon, caster.VariantData, target);
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}
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public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, CardData target)
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{
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Player player = logic.GameData.GetPlayer(caster.player_id);
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logic.SummonCardHand(player, target, caster.VariantData); //Summon in hand instead of board when target a carddata
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}
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}
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}
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