Ejemplo n.º 1
0
        public void CreateBottomBook(byte cardValue, CardAnimator cardAnimator, int index)
        {
            Vector2 targetPosition = GetBookPositionByIndex(index);
            Card    card           = cardAnimator.TakeFirstDisplayingCard();

            card.SetCardValue(cardValue);
            card.SetDisplayingOrder(-1);
            card.OwnerId = PlayerId;
            card.SetFaceUp(false);
            card.isTouchable = false;

            float      randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION);
            Quaternion rotation       = Quaternion.Euler(Vector3.forward * randomRotation);

            cardAnimator.AddCardAnimation(card, targetPosition, rotation);
            HiddenBooks.Add(card);
            NumberOfHiddenBooks++;
        }
Ejemplo n.º 2
0
        public void RestoreBook(Ranks rank, CardAnimator cardAnimator)
        {
            Vector2 targetPosition = NextBookPosition();

            for (int i = 0; i < 4; i++)
            {
                Card card = cardAnimator.TakeFirstDisplayingCard();

                int intRankValue = (int)rank;
                int cardValue    = (intRankValue - 1) * 4 + i;

                card.SetCardValue((byte)cardValue);
                card.SetFaceUp(true);
                float randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION);
                card.transform.position = targetPosition;
                card.transform.rotation = Quaternion.Euler(Vector3.forward * randomRotation);
            }

            numberOfBooks++;
        }
Ejemplo n.º 3
0
        public void CreateTopBook(byte rank, CardAnimator cardAnimator, int index)
        {
            Vector2 targetPosition = GetBookPositionByIndex(index);

            Card card = cardAnimator.TakeFirstDisplayingCard();

            //card.Suit = (Suits)UnityEngine.Random.Range(0, 3);
            //card.Rank = rank;

            card.SetCardValue(rank);

            card.SetDisplayingOrder(0);
            card.OwnerId = PlayerId;
            //card.SetFaceUp(true);
            card.isTouchable = false;

            float      randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION);
            Quaternion rotation       = Quaternion.Euler(Vector3.forward * randomRotation);

            cardAnimator.AddCardAnimation(card, targetPosition, rotation);
            DisplayingBooks.Add(card);

            NumberOfBooks++;
        }