private void LoadDeck() { GameObject prefab = (GameObject)Resources.Load ("Card", typeof(GameObject)); m_opponentDeckUnit.Clear(); m_opponentDeckLand.Clear(); ReadDeckBehaviour deckList = new ReadDeckBehaviour("opponentCard.xml"); ReadXmlBehaviour cardList = new ReadXmlBehaviour(); for (int i = 0; i < deckList.PropDeck.Count; i++) { int id = int.Parse(deckList.PropDeck[i].ToString()); if(id < 1000) { GameObject Card = GameObject.Instantiate((GameObject)cardList.List[id - 1]); Card.AddComponent<DraggableBehaviour>(); Card.name = "Card" + i.ToString(); Card.GetComponent<DraggableBehaviour>().m_currentTypeCard = "Unit"; m_opponentDeckUnit.Add(Card); } else { GameObject Card = GameObject.Instantiate((GameObject)cardList.ListLand[id - 1001]); Card.name = "Card" + i.ToString(); Card.AddComponent<DraggableBehaviour>(); Card.GetComponent<DraggableBehaviour>().m_currentTypeCard = "Land"; m_opponentDeckLand.Add(Card); } } Shuffle(m_opponentDeckLand); Shuffle(m_opponentDeckUnit); }
public void LoadListCards() { // WARNING actually player has all cards access /!\ m_listCards.Clear(); // to know all cards unlock // ReadDeckBehaviour deckList = new ReadDeckBehaviour(); ReadXmlBehaviour cardList = new ReadXmlBehaviour( "CardInventory","CardGUILandInventory"); for (int i = 0; i < cardList.List.Count ; i++) { GameObject Card = GameObject.Instantiate((GameObject)cardList.List[i]); // Cette étape sert a transformé le prefab en GameObject Card.transform.SetParent(gameObject.transform); Card.AddComponent<OnClickBehaviour>(); Card.GetComponent<OnClickBehaviour>().m_container = e_containedBy.Inventory; Card.name = "Card" + i.ToString(); m_listCards.Add(Card); } for (int i = 0; i < cardList.ListLand.Count; i++) { GameObject CardLand = GameObject.Instantiate((GameObject)cardList.ListLand[i]); CardLand.transform.SetParent(gameObject.transform); CardLand.AddComponent<OnClickBehaviour>(); CardLand.GetComponent<OnClickBehaviour>().m_container = e_containedBy.Inventory; CardLand.name = "Card" + i.ToString(); m_listCards.Add(CardLand); } }
public void LoadDeck() { m_deck.Clear(); ReadDeckBehaviour deckList = new ReadDeckBehaviour(); ReadXmlBehaviour cardList = new ReadXmlBehaviour("CardInventory", "CardGUILandInventory"); for (int i = 0; i < deckList.PropDeck.Count; i++) { int id = int.Parse(deckList.PropDeck[i].ToString()); if(id < 1000) { GameObject Card = GameObject.Instantiate((GameObject)cardList.List[id-1]); Card.GetComponent<OnClickBehaviour>().m_container = e_containedBy.DeckList; Card.name = "Card" + i.ToString(); m_deck.Add(Card); } else { GameObject Card = GameObject.Instantiate((GameObject)cardList.ListLand[id - 1001]); Card.GetComponent<OnClickBehaviour>().m_container = e_containedBy.DeckList; Card.name = "Card" + i.ToString(); m_deck.Add(Card); } } }