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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CardStore : MonoBehaviour
{
public TextAsset cardData;
public List<Card> cardList = new List<Card> ();
// 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;
}
}