Example #1
0
    public void AddCard(CardAsset asset)
    {
        //if we are browsing the collection
        if (!InDeckBuildingMode)
        {
            return;
        }

        //if the deck is already full
        if (deckList.Count == AmountOfCardsInDeck)
        {
            return;
        }

        int count = NumberOfThisCardInDeck(asset);

        int limitOfThisCardInDeck = SameCardLimit;

        //if something else if specified in the CardAsset, we use that
        if (asset.OverrideLimitOfThisCardInDeck > 0)
        {
            limitOfThisCardInDeck = asset.OverrideLimitOfThisCardInDeck;
        }

        if (count < limitOfThisCardInDeck)
        {
            deckList.Add(asset);

            //added one to count if we are adding this card
            count++;

            //add to card count
            if (CardCount.Instance.count < 20)
            {
                CardCount.Instance.count++;
                //CardCount.Instance.SetCountText ();
            }
            //do all the graphical stuff
            if (ribbons.ContainsKey(asset))
            {
                //update quantity
                ribbons [asset].SetQuantity(count);
            }
            else
            {
                // add card's name to the list
                GameObject cardName = Instantiate(cardNamePrefab, content) as GameObject;
                cardName.transform.SetAsLastSibling();
                cardName.transform.localScale = Vector3.one;
                CardNameRibbon ribbon = cardName.GetComponent <CardNameRibbon> ();
                ribbon.ApplyAsset(asset, count);
                ribbons.Add(asset, ribbon);
            }
            if (CardCount.Instance.count <= 20)
            {
                CardCount.Instance.SetCountText();
            }
        }
    }
Example #2
0
    public void RemoveCard(CardAsset asset)
    {
        CardNameRibbon ribbonToRemove = _ribbons[asset];

        ribbonToRemove.SetQuantity(ribbonToRemove.Quantity - 1);

        if (NumberOfThisCardInDeck(asset) == 1)
        {
            _ribbons.Remove(asset);
            Destroy(ribbonToRemove.gameObject);
        }

        _deckList.Remove(asset);
        CheckDeckCompleteFrame();
        DeckBuildingScreen.Instance.CollectionBrowserScript.UpdateQuantitiesOnPage();
    }
Example #3
0
    public void AddCard(CardAsset asset)
    {
        if (!InDeckBuildingMode)
        {
            return;
        }

        if (_deckList.Count == AmountOfCardsInDeck)
        {
            return;
        }

        int count = NumberOfThisCardInDeck(asset);

        int limitOfThisCardInDeck = SameCardLimit;

        if (asset.OverrideLimitOfThisCardInDeck > 0)
        {
            limitOfThisCardInDeck = asset.OverrideLimitOfThisCardInDeck;
        }

        if (count < limitOfThisCardInDeck)
        {
            _deckList.Add(asset);
            CheckDeckCompleteFrame();
            count++;

            if (_ribbons.ContainsKey(asset))
            {
                _ribbons[asset].SetQuantity(count);
            }
            else
            {
                GameObject cardName = Instantiate(CardNamePrefab, Content) as GameObject;
                cardName.transform.SetAsLastSibling();
                cardName.transform.localScale = Vector3.one;
                CardNameRibbon ribbon = cardName.GetComponent <CardNameRibbon>();
                ribbon.ApplyAsset(asset, count);
                _ribbons.Add(asset, ribbon);
            }
        }
    }
Example #4
0
    public void RemoveCard(CardAsset asset)
    {
        Debug.Log("InRemoveCard");
        CardNameRibbon ribbonToRemove = ribbons[asset];

        ribbonToRemove.SetQuantity(ribbonToRemove.Quantity - 1);

        if (NumberOfThisCardInDeck(asset) == 1)
        {
            ribbons.Remove(asset);
            Destroy(ribbonToRemove.gameObject);
        }

        deckList.Remove(asset);

        CheckDeckCompleteFrame();

        // update quantities of all cards that we currently show in the collection
        // this should be after deckList.Remove(asset); line to show correct quantities
        DeckBuildingScreen.Instance.CollectionBrowserScript.UpdateQuantitiesOnPage();
    }
Example #5
0
    public void RemoveCard(CardAsset asset)
    {
        CardNameRibbon ribbonToRemove = ribbons [asset];

        ribbonToRemove.SetQuantity(ribbonToRemove.Quantity - 1);

        if (NumberOfThisCardInDeck(asset) == 1)
        {
            ribbons.Remove(asset);
            Destroy(ribbonToRemove.gameObject);
        }

        //subtract from card count
        if (CardCount.Instance.count > 0)
        {
            CardCount.Instance.count--;
            CardCount.Instance.SetCountText();
        }
        deckList.Remove(asset);

        //update quantities of all cards taht we currently show in the collection
        CCScreen.Instance.CollectionBrowserScript.UpdateQuantitiesOnPage();
    }