55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
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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/// <summary>
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/// Effect that sets basic stats (hp/attack/mana) to a specific value
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/// </summary>
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[CreateAssetMenu(fileName = "effect", menuName = "TcgEngine/Effect/SetStat", order = 10)]
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public class EffectSetStat : EffectData
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{
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public EffectStatType type;
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public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, Player target)
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{
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if (type == EffectStatType.HP)
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{
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target.hp = ability.value;
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}
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if (type == EffectStatType.Mana)
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{
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target.mana = ability.value;
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target.mana = Mathf.Max(target.mana, 0);
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}
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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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if (type == EffectStatType.Attack)
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target.attack = ability.value;
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if (type == EffectStatType.Mana)
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target.mana = ability.value;
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if (type == EffectStatType.HP)
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{
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target.hp = ability.value;
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target.damage = 0;
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}
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}
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public override void DoOngoingEffect(GameLogic logic, AbilityData ability, Card caster, Card target)
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{
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if (type == EffectStatType.Attack)
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target.attack = ability.value;
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if (type == EffectStatType.HP)
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target.hp = ability.value;
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if (type == EffectStatType.Mana)
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target.mana = ability.value;
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}
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}
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} |