Ejemplo n.º 1
0
    /// <summary>
    /// Raises the enable event.
    /// </summary>
    void OnEnable()
    {
        // TODO: Reset the state of touches.
        stateTouched = Enums.StateTouch.None;

        // TODO: Reset the state of card.
        stateCard = Enums.StateCard.None;

        // TODO: Rize the images of cards.
        ResizeImage();
    }
Ejemplo n.º 2
0
    public void ResetCards()
    {
        // TODO: Reset the state of touches.
        stateTouched = Enums.StateTouch.None;

        // TODO: Reset the state of card.
        stateCard = Enums.StateCard.None;

        // TODO: Rize the images of cards.
        ResizeImage();

        switch (GameManager.Instance.GameType)
        {
        case Enums.GameScenes.Spider:

            if (_SCardBehaviour == null)
            {
                // TODO: Create the new class.
                _SCardBehaviour = new SPIDER._CardBehaviour(this);
            }
            break;

        case Enums.GameScenes.Tripeaks:

            if (_TCardBehaviour == null)
            {
                // TODO: Create the new class.
                _TCardBehaviour = new TRIPEAKS._CardBehaviour(this);
            }
            break;

        case Enums.GameScenes.Klondike:

            if (_KCardBehaviour == null)
            {
                // TODO: Create the new class.
                _KCardBehaviour = new KLONDIKE._CardBehaviour(this);
            }
            break;
        }

        // TODO: Reset the color.
        UIRenderer.color = new Color(UIRenderer.color.r, UIRenderer.color.g, UIRenderer.color.b, 1f);
    }
Ejemplo n.º 3
0
    public void UpdateReadyToUse(Enums.StateCard stateCards)
    {
        // TODO: Check the status of card.
        if (!IsUnlocked())
        {
            // TODO: Lock the card is locking.
            stateCard = Enums.StateCard.Locking;

            // TODO: Break the function.
            return;
        }

        // TODO: Update the state of card.
        stateCard = stateCards;

        switch (stateCard)
        {
        case Enums.StateCard.Locking:

            // TODO: Change the color of cards.
            ChangeColorWithInteractable(false);
            break;

        case Enums.StateCard.None:

            // TODO: Change the color of cards.
            ChangeColorWithInteractable();
            break;

        case Enums.StateCard.Complete:

            // TODO: Change the color of cards.
            ChangeColorWithInteractable();
            break;
        }
    }