using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TcgEngine
{
///
/// Defines all packs data
///
[CreateAssetMenu(fileName = "PackData", menuName = "TcgEngine/PackData", order = 5)]
public class PackData : ScriptableObject
{
public string id;
[Header("Content")]
public PackType type;
public int cards = 5; //Cards per pack
public PackRarity[] rarities_1st; //Probability of each rarity, for first card
public PackRarity[] rarities; //Probability of each rarity, for other cards
public PackVariant[] variants; //Probability of each variant, for other cards
[Header("Display")]
public string title;
public Sprite pack_img;
public Sprite cardback_img;
[TextArea(5, 10)]
public string desc;
public int sort_order;
[Header("Availability")]
public bool available = true;
public int cost = 100; //Cost to buy
public static List pack_list = new List();
public static void Load(string folder = "")
{
if (pack_list.Count == 0)
pack_list.AddRange(Resources.LoadAll(folder));
pack_list.Sort((PackData a, PackData b) => {
if (a.sort_order == b.sort_order)
return a.id.CompareTo(b.id);
else
return a.sort_order.CompareTo(b.sort_order);
});
}
public string GetTitle()
{
return title;
}
public string GetDesc()
{
return desc;
}
public static PackData Get(string id)
{
foreach (PackData pack in GetAll())
{
if (pack.id == id)
return pack;
}
return null;
}
public static List GetAllAvailable()
{
List valid_list = new List();
foreach (PackData apack in GetAll())
{
if (apack.available)
valid_list.Add(apack);
}
return valid_list;
}
public static List GetAll()
{
return pack_list;
}
}
public enum PackType
{
Random = 0,
Fixed = 10,
}
[System.Serializable]
public struct PackRarity
{
public RarityData rarity;
public int probability;
}
[System.Serializable]
public struct PackVariant
{
public VariantData variant;
public int probability;
}
}