//Called when Player hand changes private void OnInventoryChanged(SyncListInt.Operation op, int index) { switch (op) { case SyncList <int> .Operation.OP_ADD: { CardSprites.CardSprite tSprite = CardSprites.InstantiateCard(mPlayerDeck [index]); tSprite.transform.position = new Vector2((float)index / 6f - 5f, 0); } break; } Debug.Log("Items changed " + op); }
void ClickFlip() { if (Input.GetMouseButtonDown(0)) { Ray tRay = Camera.main.ScreenPointToRay(Input.mousePosition); //Make a ray from screen position into the game scene RaycastHit2D tHit = Physics2D.Raycast(tRay.origin, tRay.direction); //Cast ray, if it hits a game object we will know, NB only first collision is reported if (tHit.collider != null) { CardSprites.CardSprite tCS = tHit.collider.gameObject.GetComponent <CardSprites.CardSprite> (); if (tCS != null) { tCS.Show = !tCS.Show; CmdReturnCard(tCS.mCard.ID); Destroy(tHit.collider.gameObject); //Remove local image of card, note this does not use Networked GO, all local } } } }