using System.Collections; using System.Collections.Generic; using UnityEngine; public class CardStore : MonoBehaviour { public TextAsset cardData; public List cardList = new List (); // Start is called before the first frame update void Start() { //LoadCardData(); //TestLoad(); } // Update is called once per frame void Update() { } public void LoadCardData() { string[] dateRow = cardData.text.Split('\n'); foreach (var row in dateRow) { string[] rowArray = row.Split(','); if (rowArray[0]=="#") { continue; } else if (rowArray[0]=="monster") { //新建怪兽卡 int id = int.Parse(rowArray[1]); string name = rowArray[2]; int atk = int.Parse(rowArray[3]); int health = int.Parse(rowArray[4]); MonsterCard monsterCard = new MonsterCard(id,name,atk,health); cardList.Add(monsterCard); //Debug.Log("Save Card:" + monsterCard.CardName); } else if (rowArray[0]=="spell") { //新建魔法卡 int id = int.Parse(rowArray[1]); string name = rowArray[2]; string effect = rowArray[3]; int effectvalue = int.Parse(rowArray[4]); SpellCard spellCard = new SpellCard(id,name,effect,effectvalue); cardList.Add(spellCard); } } } public void TestLoad() { foreach (var card in cardList) { Debug.Log("Card:"+card.id.ToString()+card.CardName); } } public Card RandomCard()//随机抽卡,待改进为概率抽卡 { Card card = cardList[Random.Range(0,cardList.Count)]; return card; } public Card CopyCard(int _id) { Card copyCard = new Card(_id, cardList[_id].CardName); if (cardList[_id] is MonsterCard) { var monstercard = cardList[_id] as MonsterCard; copyCard = new MonsterCard(_id, monstercard.CardName, monstercard.attack, monstercard.healthPointMax); } else if (cardList[_id] is SpellCard) { var spellcard = cardList[_id] as SpellCard; copyCard = new SpellCard(_id, spellcard.CardName, spellcard.effect, spellcard.effectvalue); } //其他卡牌类型 return copyCard; } }