Example #1
0
        private void LoadDeck(UnityDeck deck)
        {
            foreach (Card card in deck.Cards)
            {
                foreach (GameBoardCard boardCard in CardGameManager.Current.GameBoardCards.Where(boardCard =>
                                                                                                 card.Id.Equals(boardCard.Card)))
                {
                    CreateGameBoards(boardCard.Boards);
                }
            }

            Dictionary <string, List <Card> > extraGroups = deck.GetExtraGroups();
            List <Card>      extraCards = deck.GetExtraCards();
            List <UnityCard> deckCards  = deck.Cards.Where(card => !extraCards.Contains(card)).Cast <UnityCard>().ToList();

            deckCards.Shuffle();

            string deckName = !string.IsNullOrEmpty(CardGameManager.Current.GamePlayDeckName)
                ? CardGameManager.Current.GamePlayDeckName
                : deck.Name;

            if (CgsNetManager.Instance.isNetworkActive && CgsNetManager.Instance.LocalPlayer != null)
            {
                CgsNetManager.Instance.LocalPlayer.RequestNewDeck(deckName, deckCards);
                var i = 1;
                foreach (KeyValuePair <string, List <Card> > cardGroup in extraGroups)
                {
                    Vector2 position = NextDeckPosition + Vector2.right * CardGameManager.PixelsPerInch * i *
                                       CardGameManager.Current.CardSize.X;
                    CgsNetManager.Instance.LocalPlayer.RequestNewCardStack(cardGroup.Key,
                                                                           cardGroup.Value.Cast <UnityCard>(), position);
                    i++;
                }
            }
            else
            {
                _soloDeckStack = CreateCardStack(deckName, deckCards, NextDeckPosition);
                var i = 1;
                foreach (KeyValuePair <string, List <Card> > cardGroup in extraGroups)
                {
                    Vector2 position = NextDeckPosition + Vector2.right * CardGameManager.PixelsPerInch * i *
                                       CardGameManager.Current.CardSize.X;
                    CreateCardStack(cardGroup.Key, (List <UnityCard>)cardGroup.Value.Cast <UnityCard>(), position);
                    i++;
                }
            }

            NextDeckPosition += Vector2.down * CardGameManager.PixelsPerInch * CardGameManager.Current.CardSize.Y;

            PromptForHand();
        }
        private void LoadDeck(UnityDeck deck)
        {
            foreach (var card in deck.Cards)
            {
                foreach (var gameBoardCard in CardGameManager.Current.GameBoardCards.Where(boardCard =>
                                                                                           card.Id.Equals(boardCard.Card)))
                {
                    CreateGameBoards(gameBoardCard.Boards);
                }
            }

            var extraGroups = deck.GetExtraGroups();
            var extraCards  = deck.GetExtraCards();
            var deckCards   = deck.Cards.Where(card => !extraCards.Contains(card)).Cast <UnityCard>().ToList();

            deckCards.Shuffle();

            var deckName = !string.IsNullOrEmpty(CardGameManager.Current.GamePlayDeckName)
                ? CardGameManager.Current.GamePlayDeckName
                : deck.Name;
            var newDeckPosition = NewDeckPosition;

            if (CgsNetManager.Instance.isNetworkActive && CgsNetManager.Instance.LocalPlayer != null)
            {
                CgsNetManager.Instance.LocalPlayer.RequestNewDeck(deckName, deckCards);
                var i = 1;
                foreach (var cardGroup in extraGroups)
                {
                    var position = newDeckPosition + Vector2.right *
                                   (CardGameManager.PixelsPerInch * i * CardGameManager.Current.CardSize.X + DeckPositionBuffer);
                    CgsNetManager.Instance.LocalPlayer.RequestNewCardStack(cardGroup.Key,
                                                                           cardGroup.Value.Cast <UnityCard>(), position);
                    i++;
                }
            }
            else
            {
                _soloDeckStack = CreateCardStack(deckName, deckCards, newDeckPosition);
                var i = 1;
                foreach (var cardGroup in extraGroups)
                {
                    var position = newDeckPosition + Vector2.right *
                                   (CardGameManager.PixelsPerInch * i * CardGameManager.Current.CardSize.X);
                    CreateCardStack(cardGroup.Key, cardGroup.Value.Cast <UnityCard>().ToList(), position);
                    i++;
                }
            }


            PromptForHand();
        }