using System.Collections; using System.Collections.Generic; using UnityEngine; using TcgEngine.Gameplay; namespace TcgEngine { /// /// Effects that creates a new card from a CardData /// Use for discover effects /// Unlike EffectSummon, this effect targets the card data you want to create, and goes into the pile selected here /// [CreateAssetMenu(fileName = "effect", menuName = "TcgEngine/Effect/Create", order = 10)] public class EffectCreate : EffectData { public PileType create_pile; //Better to not select Board here, for placing a card on board or in secret area, would suggest instead EffectSummon, or EffectPlay as chain after Create public bool create_opponent; //Add to opponent? public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, CardData target) { Player player = logic.GameData.GetPlayer(caster.player_id); if (create_opponent) player = logic.GameData.GetOpponentPlayer(caster.player_id); Card card = Card.Create(target, caster.VariantData, player); logic.GameData.last_summoned = card.uid; if (create_pile == PileType.Deck) player.cards_deck.Add(card); if (create_pile == PileType.Discard) player.cards_discard.Add(card); if (create_pile == PileType.Hand) player.cards_hand.Add(card); if (create_pile == PileType.Temp) player.cards_temp.Add(card); } public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, Card target) { DoEffect(logic, ability, caster, target.CardData); //Create a copy } } }