CardRPG 1.0
 
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CardRPG Namespace Reference

A manager class for handling images used in the game. More...

Classes

class  AccuracyCharm
 A charm that modifies the accuracy of a dueler's next action. More...
 
class  ActivateLogic
 Logic for activating a Heal over Time (HoT) effect on a target. More...
 
class  AddPipLogic
 Logic for adding pips to a dueler. More...
 
class  AILogic
 Provides AI logic for selecting cards and targets during a duel. More...
 
class  Amulet
 Represents an amulet that can be equipped by a character in the game. More...
 
class  Armor
 A ward that absorb the incoming damage. More...
 
class  Arua
 A class representing an aura effect in the game. More...
 
class  AruaLogic
 logic for applying an Arua effect to a target. More...
 
class  Athame
 Represents a athame used as equipment in the game. More...
 
class  AttackCharm
 A charm that modifies the attack of a dueler's next attack. More...
 
class  AudioManager
 A manager for handling audio playback in the game. More...
 
class  BeguileLogic
 Logic for the Beguile effect. Target helps the caster for a number of rounds. More...
 
class  Boot
 Represents a boot equipment item in the game. More...
 
class  ButtonClickHandler
 A class that handles button click events in the game. More...
 
class  Card
 Represents a card in the Card RPG system. Cards are ScriptableObjects that define their cost, type, effects, targeting, and logic. Cards can be cloned, displayed in shops, and used in duels by Duelers. More...
 
class  CardAmount
 A class that represents a card amount in the game, displaying the card's UI and the amount. More...
 
class  CardCondition
 Represents a condition that determines whether a specific requirement is satisfied in the context of a duel between two participants. More...
 
class  CardLogic
 Abstract base class for card logic. Handles the application of card effects, targeting, and AI logic. More...
 
class  CardModifier
 A class representing a modifier for a card, which can be used to apply effects such as damage. More...
 
class  CardRPG
 A singleton class that persists across scene loads, used to manage the CardRPG game state. More...
 
class  CardUI
 CardUI is a MonoBehaviour that manages the user interface for displaying card information in the game. More...
 
class  Charm
 A class representing a charm that can be applied to a dueler. More...
 
class  CharmLogic
 Logic for applying a Charm effect to a target. More...
 
class  Clear
 A condition that clears effects from a Dueler to trigger a logic for each count. More...
 
class  ConfuseLogic
 Logic for the Confuse effect. Target will target random units including both enemies and allies. More...
 
class  CreateCardLogic
 Logic to create a card and add it to the target's hand. More...
 
class  DamageBonusLogic
 Logic that applies a damage bonus to the caster. More...
 
class  DamageEnchantCard
 Logic to enchant a card by adding damage to all existing DamageLogic instances. More...
 
class  DamageLogic
 Logic for applying damage effects in a card-based duel system. Handles charm triggers, and over-time (OT) effects. More...
 
class  DamageOverTimeLogic
 Logic for applying damage over time effects with bomb feature. More...
 
class  Deck
 Represents a deck of equipment in the game, with configurable size and copy limits. More...
 
class  DeckManager
 Manages the player's deck and inventory of cards. More...
 
class  DeckSet
 A deck for a enemy to use in a duel. More...
 
class  DefenseWard
 A ward that modifies the defence of a dueler's next incoming damage. More...
 
class  DetonateLogic
 Logic for detonating a damage-over-time effect on a target. More...
 
class  DialogueManager
 A manager for handling dialogues in the game. More...
 
class  DrainLogic
 Logic for draining health from the target and healing half of the amount to the caster. More...
 
class  DrawCardLogic
 Logic for drawing cards in the game. More...
 
class  Dueler
 Abstract base class representing a dueler in the card RPG system. Handles health, deck, hand, pips, effects, and round logic. More...
 
class  DuelerCard
 A class representing a card and its amount for a dueler. More...
 
class  DuelerCardData
 
class  DuelerEffectSlots
 A class that holds the effect slots for a Dueler. More...
 
class  DuelManager
 Manages the duel between players and enemies. /summary> More...
 
class  DuelStartAbility
 A passive ability that triggers when a duel starts. More...
 
class  EffectSlot< T >
 A slot for hanging effects that can be applied to a Dueler. More...
 
class  ElementPopupAttribute
 Attribute to create a popup for selecting elements in the editor. More...
 
class  ElementPopupDrawer
 
class  ElementSelector
 This class manages the selection of elements in the game. More...
 
class  ElementValueDrawer
 
class  ElementValuesAttribute
 An attribute that can be used to display a dropdown of element values in the Unity Inspector. More...
 
class  EnchantLogic
 Abstract base class for enchantment logic applied to cards. Implement this class to define how a card is modified or enhanced by an enchantment. More...
 
class  Enemy
 A class that represents an enemy in the game. More...
 
class  Equipment
 Represents an item of equipment that can be used in the game, providing various attributes such as value, level requirements, and status effects. Implements interfaces for shop-related functionality and status representation. More...
 
class  EquipmentManager
 Manages the player's equipment and inventory. More...
 
class  EveryRoundAbility
 A passive ability that triggers every specified number of rounds starting from a given round. More...
 
class  ForEach
 A condition that repeats an action for each effect of a specified type on a Dueler. More...
 
class  Gambit
 A condition that sacrifices a certain number of effects to trigger logic for each count. More...
 
class  GameManager
 A manager class that handles the game state, player management, inventory, and saving/loading functionality. More...
 
class  GameManagerEditor
 
class  GameSaveData
 
class  GlobalLogic
 Logic for applying global to all duelers. More...
 
class  HandCondition
 A condition that checks the number of cards in the caster's hand. More...
 
class  HandUI
 A UI component that displays the player's hand of cards in a duel. More...
 
class  Hat
 Represent the hat equipment item in the game. More...
 
class  HealCharm
 A charm that modifies the healing effect of a dueler's next heal action. More...
 
class  HealLogic
 Logic for healing a target. Handles both direct healing and over time healing. More...
 
class  HealOverTimeLogic
 Logic for healing a target. Handles both direct healing and over time healing. More...
 
class  Henchman
 A henchman is a type of dueler that can be on player's side in the duel, but controlled by AI. More...
 
class  HPChangeAbility
 A passive ability that trigger when hp is below the specific amount in percentage. More...
 
interface  IConsumableCondition
 Interface for consumable conditions that can be applied during a duel. More...
 
interface  IEndLogic
 interface for logic after card logics are executed More...
 
class  IfCondition
 Represents a condition that evaluates whether a specified field on a Dueler satisfies a logical comparison. More...
 
interface  IHangingEffect
 Interface for hanging effects that can be applied to a Dueler. More...
 
class  ImageManager
 
class  ImageManagerEditor
 
interface  IShopableItem
 Interface representing a item than can be shop in the game. More...
 
interface  IStatus
 Interface for class with status in the game. More...
 
interface  ITriggerEffect
 Interface for effects that trigger. More...
 
class  Minion
 A minion is a type of Dueler that represents a non-player character in the game on the player side, controlled by AI. More...
 
class  MinionLogic
 Logic for summoning a minion. More...
 
class  ModifyCardLogic
 Logic for modifying a card's attributes by applying a specified card modifier. More...
 
class  NPCDialog
 The class that represents a dialog with an NPC in a quest. More...
 
class  ObservePlayerCardAbility
 A passive ability that observes a player's card play and checks conditions on the card's pip cost and logic types. More...
 
class  ObserveSpellAbility
 A passive ability that observes a specific spell card being played. More...
 
class  OTEffect
 An effect that applies over time, such as damage over time (DoT) or heal over time (HoT). More...
 
class  PacifyLogic
 Logic for the Pacify effect, which causes a target to not target the caster for a specified number of rounds. More...
 
class  PassiveAbility
 Abstract class for passive abilities that can be invoked during a duel. More...
 
class  PauseManager
 A PauseManager is a MonoBehaviour that manages the pause functionality in the game. More...
 
class  PierceCharm
 A charm that modifies the pierce effect of a dueler's next attack. More...
 
class  PlayerDeck
 A UI component that represents the player's deck in the game. More...
 
class  PlayerSaveData
 A class that contains data structures for saving player and game state. More...
 
class  Polymorph
 A polymorph is a type of dueler that can transform into other characters. More...
 
class  Prism
 A ward that modifies the element of a next incoming damage. More...
 
class  PushLogic
 Logic for pushing hanging effects from one dueler to another. More...
 
class  Quest
 A class that represents a quest in the game, containing various stages, requirements, and rewards. More...
 
class  QuestAction
 The class that represents an action in a quest. More...
 
class  QuestDuel
 The class that represents a duel in a quest. More...
 
class  QuestEvent
 The class that represents an event in a quest, which can include an action description, audio, and duration. More...
 
class  QuestManager
 A manager for handling quests in the game. More...
 
class  QuestSaveData
 Data structure for saving completed quests. More...
 
class  QuestStage
 The class that represents a stage in a quest, which can include dialogs, events, duels, actions, and music. More...
 
class  RemoveLogic
 Logic to remove hanging effects from a target. More...
 
class  RepeatCondition
 Abstract class for repeat conditions in a duel. More...
 
class  RepeatCount
 A repeat condition that specifies a fixed number of times a logic should be repeated. More...
 
struct  RewardRate
 
class  RewardSet
 A set of rewards that can be given to the player. More...
 
class  Ring
 Represents a ring equipment in the game. More...
 
class  Robe
 Represents a robe equipment in the game. More...
 
class  SceneSetting
 An object that manages the scene settings, including music for the scene and battle. More...
 
class  ScriptedDuel
 The class that represents a duel that is scripted. More...
 
class  SetPipLogic
 Logic to set the pip count of the target's strongest card to zero. More...
 
class  ShopManager
 A manager class for handling the shop functionality in the game. More...
 
class  Status
 A class representing the status in the game. More...
 
class  StealLogic
 Logic for stealing effects or pips from a target. More...
 
class  StunLogic
 Logic for applying a stun effect to a target, which prevents them from taking actions for a specified number of rounds. More...
 
class  SubclassSelectorAttribute
 An attribute that allows selection of a subclass for a managed reference field in the Unity Inspector. More...
 
class  SubclassSelectorDrawer
 
class  SwapLogic
 logic for swapping effects between duelers. More...
 
class  TauntLogic
 Logic for taunting a target, forcing them to attack the caster. More...
 
class  Tooltip
 A class that manages the tooltip functionality in the game. More...
 
class  TooltipTrigger
 TooltipTrigger class to handle showing and hiding tooltips when hovering over UI elements. More...
 
class  TriggerEffectSlot< T >
 A slot for effects that trigger based on certain conditions. More...
 
class  TypeSelectAttribute
 An attribute that allows selection of types that inherit from a specified base type. More...
 
class  TypeSelectDrawer
 
class  UniqueIdentifierAttribute
 Attribute to mark a property as having a unique identifier. More...
 
class  Ward
 A class representing a ward effect in the game. More...
 
class  WardLogic
 Logic for applying a ward effect to a target. More...
 

Enumerations

enum  SFX {
  None = 0 , ButtonClick , PlayerDamage , PlayerDeath ,
  EnemyDamage , EnemyDeath , Heal , Buff ,
  Debuff , Miss , GameOver , Blocked ,
  Stun , Beguile , Confuse , Taunt ,
  Pacify , Global , Shop , Critical ,
  CriticalBlock
}
 
enum  CardType {
  Damage , Heal , Charm , Ward ,
  Drain , Enchantment , Arua , Global ,
  Detonate , Activate , Minion , Stun ,
  Beguile , Confuse , Taunt , Pacify ,
  Swap , Steal , Push , Remove
}
 Enum representing the type of a card (damage, heal, etc.).
 
enum  CardSpecial {
  None , Treasure , Item , Created ,
  Legendary
}
 Enum representing special categories for cards.
 
enum  Field {
  Charm , CharmN , Ward , WardN ,
  Dot , Hot , Pip , Arua ,
  AruaN
}
 
enum  MatcherType { Default , Caster , Target }
 
enum  Focus { Caster , Target }
 
enum  ConditionLogic {
  Equal , NotEqual , GreaterThan , LessThan ,
  GreaterThanOrEqual , LessThanOrEqual
}
 
enum  Target {
  Enemy , Ally , AllEnemies , AllAllies ,
  Self , Divide , RandomEnemy , RandomAlly ,
  RandomUnit , RandomTeam , Card , SubCard ,
  All
}
 
enum  EquipmentType {
  Hat , Robe , Boot , Athame ,
  Ring , Deck
}
 
enum  StageType {
  Dialog , Event , Dueling , PlayMusic ,
  Action , ChangeScene , RestoreHealth , ChangeBattleMusic
}
 
enum  StartingTurn { Random , Player , Enemy }
 

Detailed Description

A manager class for handling images used in the game.