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 } |
A manager class for handling images used in the game.