Ejemplo n.º 1
0
    //Same concept of the drop area but slightly different behaviour. TO DO Repetition (Refactor by combining his and the other into a single function like for translate in gameController)
    public void OnDrop(PointerEventData eventData)
    {
        Card card = eventData.pointerDrag.GetComponent <Card>();

        if (card != null)
        {
            if ((thisColor != card.thisColor && card.value == currentValue - 1)) //Change it to only allow when there are not covered cards
            {
                GameController.moves         += 1;
                gameController.MovesText.text = GameController.moves.ToString();

                //Here get the reference to the previous parent and if it's a tablepile update the value. if it's the discard pile update that
                if (card.parentToReturnTo.gameObject.tag == "FrontPile")
                {
                    //Getting references to the flipped and front list of its previous tablePile
                    TablePilesDrop    oldPile             = card.parentToReturnTo.gameObject.GetComponent <TablePilesDrop>();
                    FlippedTablePiles oldFlippedTablePile = oldPile.gameObject.GetComponentInParent <FlippedTablePiles>();
                    oldPile.thisPileList.Remove(card.gameObject);

                    Transform draggingItemTransform = card.gameObject.transform.parent;
                    card.parentToReturnTo = this.transform; //On drop fires before end drag so I can override Parent to return to
                    Card lastCard = card;
                    thisPileList.Add(card.gameObject);

                    //You can also use the old table pile list insted of the children of the dragging item (cleaner, change later)
                    if (draggingItemTransform.childCount > 1)
                    {
                        for (int i = 1; i < draggingItemTransform.childCount; ++i)
                        {
                            draggingItemTransform.GetChild(i).gameObject.GetComponent <Card>().parentToReturnTo = this.transform;
                            lastCard = draggingItemTransform.GetChild(i).gameObject.GetComponent <Card>();
                            oldPile.thisPileList.Remove(lastCard.gameObject);
                            thisPileList.Add(lastCard.gameObject);
                        }
                    }

                    currentValue = lastCard.value;
                    thisColor    = lastCard.thisColor;
                    thisSeme     = lastCard.thisSeme;

                    if (oldPile.thisPileList.Count == 0) //If the front list has 0 cards
                    {
                        //Check if the back cards have any cards left
                        if (oldFlippedTablePile.gameObject.transform.childCount > 1)
                        {
                            GameController.score         += 5;
                            gameController.ScoreText.text = GameController.score.ToString();

                            Card lastFlippedCard = oldFlippedTablePile.thisFlippedPileList[oldFlippedTablePile.thisFlippedPileList.Count - 1].GetComponent <Card>();
                            Debug.Log("Last Flipped Card: " + lastFlippedCard.gameObject);
                            oldPile.currentValue = lastFlippedCard.value;
                            oldPile.thisColor    = lastFlippedCard.thisColor;
                            oldPile.thisSeme     = lastFlippedCard.thisSeme;

                            oldFlippedTablePile.thisFlippedPileList.Remove(lastFlippedCard.gameObject);
                            oldPile.thisPileList.Add(lastFlippedCard.gameObject);
                            lastFlippedCard.gameObject.transform.SetParent(oldPile.gameObject.transform);
                            lastFlippedCard.parentToReturnTo = oldPile.gameObject.transform;
                            StartCoroutine(lastFlippedCard.FlippingBackCardAnimation(lastFlippedCard.gameObject.transform, new Vector3(0, -180, 0), 0.5f));
                        }
                        else
                        {
                            oldPile.currentValue = 14;
                            oldPile.thisColor    = Card.Color.NEUTRAL_COLOR;
                            oldPile.thisSeme     = Card.Seme.NEUTRAL_SEME;
                        }
                    }
                    //Give the same value of the next card in the list
                    else if (oldPile.thisPileList.Count != 0)
                    {
                        Card nextCardInList = oldPile.thisPileList[oldPile.thisPileList.Count - 1].GetComponent <Card>();
                        oldPile.currentValue = nextCardInList.value;
                        oldPile.thisColor    = nextCardInList.thisColor;;
                        oldPile.thisSeme     = nextCardInList.thisSeme;
                    }
                }

                //If the card comes from a discard Pile
                else if (card.parentToReturnTo.gameObject.tag == "DiscardPile")
                {
                    GameController.score         += 5;
                    gameController.ScoreText.text = GameController.score.ToString();

                    card.parentToReturnTo = this.transform;
                    currentValue          = card.value;
                    thisColor             = card.thisColor;
                    thisSeme = card.thisSeme;
                    thisPileList.Add(card.gameObject);

                    //Here Update the Discard Pile
                    discardPile.GetComponent <DiscardPile>().discardPileList.Remove(card.gameObject);
                }

                else if (card.parentToReturnTo.gameObject.tag == "DropArea")
                {
                    GameController.score -= 15;
                    if (GameController.score < 0)
                    {
                        GameController.score = 0;
                    }
                    gameController.ScoreText.text = GameController.score.ToString();

                    //Here Update the DropArea
                    card.parentToReturnTo.gameObject.GetComponent <DropZone>().thisDropZoneList.RemoveAt(0);
                    card.parentToReturnTo.gameObject.GetComponent <DropZone>().currentValue -= 1;
                    card.parentToReturnTo = this.transform;
                    currentValue          = card.value;
                    thisColor             = card.thisColor;
                    thisSeme = card.thisSeme;
                    thisPileList.Add(card.gameObject);
                }
            }
        }
    }
    //Translation coroutine for the translation animation. Can be called by 3 different translation types: from deck to table, from deck to discard pile and from tables to the drop zones
    public IEnumerator Translation(Transform thisTransform, Vector3 startPos, Vector3 endPos, float value, MoveType moveType, int tableNumber, int translationType)
    {
        isTranslationOn = true;
        float rate = (moveType == MoveType.Time) ? 1.0f / value : 1.0f / Vector3.Distance(startPos, endPos) * value;
        float t    = 0.0f;

        while (t < 1.0)
        {
            t += Time.deltaTime * rate;
            thisTransform.position = Vector3.Lerp(startPos, endPos, Mathf.SmoothStep(0.0f, 1.0f, t));
            yield return(null);
        }
        //The initial translation of the cards to the tables
        if (translationType == 0)
        {
            //Getting a reference to the flipped card object and script
            FlippedTablePiles flippedTablePile = TablePiles[tableNumber].gameObject.GetComponent <FlippedTablePiles>();

            //Setting the parent to the flipped table object
            thisTransform.SetParent(flippedTablePile.gameObject.transform);

            //Adding it to the flipped table list structure
            flippedTablePile.thisFlippedPileList.Add(thisTransform.gameObject);

            //Correcting the order in the children for correct rendering
            flippedTablePile.gameObject.transform.GetChild(flippedTablePile.gameObject.transform.childCount - 1).SetSiblingIndex(flippedTablePile.gameObject.transform.childCount - 2);

            //Get the last card of that pile and flip it
            if (flippedTablePile.gameObject.transform.childCount == tableNumber + 2)
            {
                //Get reference to last card
                Card lastCard = flippedTablePile.thisFlippedPileList[flippedTablePile.thisFlippedPileList.Count - 1].GetComponent <Card>();

                //flip it
                StartCoroutine(lastCard.FlippingBackCardAnimation(lastCard.gameObject.transform, new Vector3(0, -180, 0), 0.5f));

                //Re parent the last card to the front pile
                Transform frontPileTransform = TablePiles[tableNumber].transform.GetChild(TablePiles[tableNumber].transform.childCount - 1);
                lastCard.gameObject.transform.SetParent(frontPileTransform);
                lastCard.parentToReturnTo = frontPileTransform;

                //Update the front and back pile lists and the front pile value
                GameObject     frontCards        = TablePiles[tableNumber].transform.GetChild(TablePiles[tableNumber].transform.childCount - 1).gameObject;
                TablePilesDrop thisTablePileDrop = frontCards.GetComponent <TablePilesDrop>();
                thisTablePileDrop.thisColor    = lastCard.thisColor;
                thisTablePileDrop.currentValue = lastCard.value;
                thisTablePileDrop.thisSeme     = lastCard.thisSeme;
                flippedTablePile.thisFlippedPileList.Remove(lastCard.gameObject);
                thisTablePileDrop.thisPileList.Add(lastCard.gameObject);
            }
        }
        //The translation from the deck to the discard pile
        else if (translationType == 1)
        {
            Card thisCard = thisTransform.gameObject.GetComponent <Card>();
            StartCoroutine(thisCard.FlippingBackCardAnimation(thisTransform, new Vector3(0, -180, 0), 0.5f));
            thisTransform.SetParent(discardPile.transform);
            thisCard.parentToReturnTo = discardPile.transform;
        }
        //The translation from discard pile or table to drop areas
        else if (translationType == 2)
        {
            for (int i = 0; i < DropAreas.Count; ++i)
            {
                DropZone thisDropZone = DropAreas[i].GetComponent <DropZone>();
                if (thisDropZone.thisSeme == thisTransform.gameObject.GetComponent <Card>().thisSeme)
                {
                    thisTransform.SetParent(thisDropZone.gameObject.transform);
                    break;
                }
            }
        }

        isTranslationOn = false;
    }
Ejemplo n.º 3
0
    //event triggers when a card is dropped on this drop zone
    public void OnDrop(PointerEventData eventData)
    {
        Card card = eventData.pointerDrag.GetComponent <Card>();

        if (card.gameObject.transform.parent.childCount == 1) //If it's just one card you can drop it on the dropping zones
        {
            if (card != null)
            {
                if ((thisSeme == card.thisSeme && card.value == currentValue + 1))
                {
                    GameController.score         += 10;
                    GameController.moves         += 1;
                    gameController.ScoreText.text = GameController.score.ToString();
                    gameController.MovesText.text = GameController.moves.ToString();
                    thisDropZoneList.Add(card.gameObject);

                    //Here get the reference to the previous parent and if it's a tablepile update the value. if it's the discard pile update that
                    if (card.parentToReturnTo.gameObject.tag == "FrontPile")
                    {
                        //Getting references to the flipped and front list of its previous tablePile
                        TablePilesDrop    oldPile             = card.parentToReturnTo.gameObject.GetComponent <TablePilesDrop>();
                        FlippedTablePiles oldFlippedTablePile = oldPile.gameObject.GetComponentInParent <FlippedTablePiles>();
                        oldPile.thisPileList.Remove(card.gameObject);
                        Transform draggingItemTransform = card.gameObject.transform.parent;
                        card.parentToReturnTo = this.transform; //On drop fires before end drag so I can override Parent to return to
                        Card lastCard = card;
                        currentValue = lastCard.value;

                        if (oldPile.thisPileList.Count == 0) //If the front list has 0 cards
                        {
                            //Check if the back cards have any cards left
                            if (oldFlippedTablePile.gameObject.transform.childCount > 1)
                            {
                                Card lastFlippedCard = oldFlippedTablePile.thisFlippedPileList[oldFlippedTablePile.thisFlippedPileList.Count - 1].GetComponent <Card>();
                                Debug.Log("Last Flipped Card: " + lastFlippedCard.gameObject);
                                oldPile.currentValue = lastFlippedCard.value;
                                oldPile.thisColor    = lastFlippedCard.thisColor;
                                oldPile.thisSeme     = lastFlippedCard.thisSeme;

                                oldFlippedTablePile.thisFlippedPileList.Remove(lastFlippedCard.gameObject);
                                oldPile.thisPileList.Add(lastFlippedCard.gameObject);
                                lastFlippedCard.gameObject.transform.SetParent(oldPile.gameObject.transform);
                                StartCoroutine(lastFlippedCard.FlippingBackCardAnimation(lastFlippedCard.gameObject.transform, new Vector3(0, -180, 0), 0.5f));
                            }

                            else
                            {
                                oldPile.currentValue = 14;
                                oldPile.thisColor    = Card.Color.NEUTRAL_COLOR;
                                oldPile.thisSeme     = Card.Seme.NEUTRAL_SEME;
                            }
                        }
                        //Give the same value of the next card in the list
                        else if (oldPile.thisPileList.Count != 0)
                        {
                            Card nextCardInList = oldPile.thisPileList[oldPile.thisPileList.Count - 1].GetComponent <Card>();
                            oldPile.currentValue = nextCardInList.value;
                            oldPile.thisColor    = nextCardInList.thisColor;;
                            oldPile.thisSeme     = nextCardInList.thisSeme;
                        }
                    }

                    else
                    {
                        card.parentToReturnTo = this.transform;
                        currentValue          = card.value;
                        discardPile.GetComponent <DiscardPile>().discardPileList.Remove(card.gameObject);
                    }

                    //Check if player has won
                    if (card.value == 13)
                    {
                        int completePiles = 0;
                        for (int i = 0; i < 4; ++i)
                        {
                            DropZone thisDropZone = allDropAreas[i].GetComponent <DropZone>();
                            if (thisDropZone.thisDropZoneList.Count != 13)
                            {
                                return;
                            }
                            else
                            {
                                completePiles++;

                                if (completePiles == 4)
                                {
                                    //Game is Won
                                    winningScreen.SetActive(true);
                                    winningScore.text = GameController.score.ToString();
                                }
                            }
                        }
                    }
                }
            }
        }
    }