Example #1
0
    private void Start()
    {
        if (fixRandomSeed)
        {
            Random.InitState(42);
        }

        UICanvas = GameObject.Find("UICanvas");

        CardOperator      = GetComponent <CardManager>();
        VfxOperator       = GetComponent <VfxManager>();
        EnemyOperator     = GetComponent <EnemyManager>();
        AnimationOperator = GetComponent <AnimationManager>();
        SortOrderOperator = GetComponent <SortOrderManager>();

        BattleOperator            = GetComponent <BattleManager>();
        AfterBattleRewardOperator = GetComponent <AfterBattleRewardManager>();

        // Global Links
        GameOperator = FindObjectOfType <GameManager>();
        UserOperator = FindObjectOfType <UserManager>();

        switch (sceneType)
        {
        case SceneType.Battle:
            StartCoroutine(BattleOperator.ContinueAfterLoadScene());
            break;

        case SceneType.AfterBattleReward:
            StartCoroutine(AfterBattleRewardOperator.ContinueAfterLoadScene());
            break;
        }
    }
Example #2
0
/*
 *      private void Update()
 *      {
 *          var ability = GetComponent<MetaData>().ability;
 *          effectDescription.Update(ability.effectList,
 *              Game.Ctx.CardOperator.pilePlay.Count(),
 *              Game.Ctx.CardOperator.pileDiscard
 *                  .GetStrategyTypeCards(StrategyType.Deceiver).Count,
 *              Game.Ctx.CardOperator.pileHand.Count());
 *
 *          buffDescription.Update(ability.buffEffectList,
 *              Game.Ctx.CardOperator.pilePlay.Count());
 *      }
 *
 *      private void LateUpdate()
 *      {
 *          cardText.text = Text();
 *      }
 */
        public void SetOrder()
        {
            SortOrderManager soM = Game.Ctx.SortOrderOperator;

            int sortOrder = soM.GetSortOrder();


            var canvas = GetComponent <Canvas>();
            var sg     = GetComponent <SortingGroup>();

            canvas.sortingLayerName = "Card";
            canvas.sortingOrder     = sortOrder;

            sg.sortingLayerName = "Card";
            sg.sortingOrder     = sortOrder;

            // bgSprite.sortingOrder = sortOrder;

            soM.GetSortOrder();
            borderSprite.sortingOrder = sortOrder;

            // sortOrder = Game.Ctx.VfxOperator.GetSortOrder();
            // attRenderer.sortingOrder = sortOrder;
            // strRenderer.sortingOrder = sortOrder;
        }