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Line 6: | Line 6: | ||
! File References in the Game || Terms to Locate Seek Reference | ! File References in the Game || Terms to Locate Seek Reference | ||
|- | |- | ||
− | |style="vertical-align: top;" | | + | | style="vertical-align: top;" | |
− | *CardInfoPanel.cs | + | * CardInfoPanel.cs |
− | *KeywordAbilities.cs | + | * KeywordAbilities.cs |
− | *SpecificCard.cs | + | * SpecificCard.cs |
− | *ll001.cs | + | * ll001.cs |
− | *ll006.cs | + | * ll006.cs |
− | *ll040.cs | + | * ll040.cs |
− | *ll154.cs | + | * ll154.cs |
| style="vertical-align: top;" | | | style="vertical-align: top;" | | ||
* OnSeek | * OnSeek | ||
Line 21: | Line 21: | ||
! colspan="2" | Code seek: | ! colspan="2" | Code seek: | ||
|- | |- | ||
− | | | + | | colspan="2" | |
<small><syntaxhighlight lang="csharp"> | <small><syntaxhighlight lang="csharp"> | ||
public void StartTargetingForSeek() | public void StartTargetingForSeek() | ||
− | + | { | |
− | + | ClearTargets(); | |
− | + | MoveToCastPosition(); | |
− | + | GameModel.UnhighlightCards(); | |
− | + | GameModel.SetGameState(GameState.GameStateType.target); | |
− | + | List<ShadowEraCard> abilityTargets = GetAbilityTargets(); | |
− | + | for (int i = 0; i < GameModel.DeckCount(); i++) | |
− | + | { | |
− | + | ShadowEraCard deck = GameModel.GetDeck(i); | |
− | + | if (abilityTargets.Contains(deck)) | |
− | + | { | |
− | + | GameModel.RemoveDeck(deck); | |
− | + | i--; | |
− | + | } | |
− | + | } | |
− | + | for (int j = 0; j < abilityTargets.Count; j++) | |
− | + | { | |
− | + | GameModel.AddDeck(abilityTargets[j]); | |
− | + | } | |
− | + | GameModel.HighlightCards(GetAbilityTargets()); | |
− | + | DeckListDisplay.abilityCard = parent; | |
− | + | DeckListDisplay.ShowDeck(GameModel.CurSide()); | |
− | + | } | |
− | + | public void DoSeek(bool usedShadowEnergy) | |
− | + | { | |
− | + | DeckListDisplay.CloseDeck(); | |
− | + | if (targets.Count > 0 && GameModel.HandCount() < GameModel.MaxHandSize()) | |
− | + | { | |
− | + | GameModel.RemoveDeck(targets[0]); | |
− | + | GameModel.ShowCardForPlayer(targets[0]); | |
− | + | GameModel.AddHand(targets[0]); | |
− | + | GameModel.OnSeek(targets[0]); | |
− | + | } | |
− | + | else | |
− | + | { | |
− | + | GameModel.OnSeek(null); | |
− | + | } | |
− | + | ShuffleOurDeck(); | |
− | + | targets.Clear(); | |
− | + | } | |
− | + | public void ShuffleOurDeck() | |
− | + | { | |
− | + | GameModel.ShuffleDeck(); | |
− | + | } | |
− | </ | + | </syntaxhighlight></small> |
|} | |} | ||
+ | |||
+ | |||
<span style="color:orange;">Alan said: "Card effects take precedence over the game rules."</span><br /><br /> | <span style="color:orange;">Alan said: "Card effects take precedence over the game rules."</span><br /><br /> | ||
File References in the Game | Terms to Locate Seek Reference |
---|---|
|
|
Code seek: | |
public void StartTargetingForSeek() { ClearTargets(); MoveToCastPosition(); GameModel.UnhighlightCards(); GameModel.SetGameState(GameState.GameStateType.target); List<ShadowEraCard> abilityTargets = GetAbilityTargets(); for (int i = 0; i < GameModel.DeckCount(); i++) { ShadowEraCard deck = GameModel.GetDeck(i); if (abilityTargets.Contains(deck)) { GameModel.RemoveDeck(deck); i--; } } for (int j = 0; j < abilityTargets.Count; j++) { GameModel.AddDeck(abilityTargets[j]); } GameModel.HighlightCards(GetAbilityTargets()); DeckListDisplay.abilityCard = parent; DeckListDisplay.ShowDeck(GameModel.CurSide()); } public void DoSeek(bool usedShadowEnergy) { DeckListDisplay.CloseDeck(); if (targets.Count > 0 && GameModel.HandCount() < GameModel.MaxHandSize()) { GameModel.RemoveDeck(targets[0]); GameModel.ShowCardForPlayer(targets[0]); GameModel.AddHand(targets[0]); GameModel.OnSeek(targets[0]); } else { GameModel.OnSeek(null); } ShuffleOurDeck(); targets.Clear(); } public void ShuffleOurDeck() { GameModel.ShuffleDeck(); } |
Alan said: "Card effects take precedence over the game rules."
void PlayFaceDown(ShadowEraCard card, bool isSeeked)
{ if (isSeeked) { // Allow RevealCard() to be invoked for Seeked cards RevealCard(card); } else { // Keep the card face-down as usual (normal Trap behavior) KeepCardFaceDown(card); } } |