Files
tcg-client/Assets/TcgEngine/Scripts/Effects/EffectCreate.cs
yaoyanwei 2f2a601227 init
2025-08-04 16:45:48 +08:00

47 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TcgEngine.Gameplay;
namespace TcgEngine
{
/// <summary>
/// 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
/// </summary>
[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
}
}
}