public void Add(CardBattleData data)
    {
        CardDisplay card = Instantiate(cardSelectDisplay, transform);

        card.data = data;
        card.SetUp();

        cardList.Add(card);
    }
Exemple #2
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 public void ShuffleDeck(List <CardBattleData> cards)
 {
     for (int i = 0; i < cards.Count; i++)
     {
         int            r    = UnityEngine.Random.Range(i, cards.Count);
         CardBattleData temp = cards[i];
         cards[i] = cards[r];
         cards[r] = temp;
     }
 }
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    public CardDisplay Add(CardBattleData card, Vector3 pos)
    {
        CardDisplay newCard = Instantiate(cardDisplay, pos, transform.rotation, transform);

        newCard.data = card;
        foreach (var effect in newCard.data.effects)
        {
            effect.type.Generate(effect.value, newCard.gameObject);
        }
        cardDisplayList.Add(newCard);
        return(newCard);
    }
Exemple #4
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    public CardDisplay Add(CardBattleData card)
    {
        Vector3 pos = Vector3.zero;

        switch (card.drawType)
        {
        case BattleDeckManager.DrawType.ByCreating: pos = mainGame.position; break;

        case BattleDeckManager.DrawType.FromBattleDeck: pos = battleDeckUI.position; break;

        case BattleDeckManager.DrawType.FromDiscardPile: pos = discardPileUI.position; break;
        }

        CardDisplay newCard = Instantiate(cardDisplay, pos, transform.rotation, transform);

        newCard.data = card;
        foreach (var effect in newCard.data.effects)
        {
            effect.type.Generate(effect.value, newCard.gameObject);
        }
        cardDisplayList.Add(newCard);

        return(newCard);
    }
 CardSkill(int id, CardBattleData d)
 {
     d.CopyTo(dataWhilePlay);
     skillId = id;
     SetSkill(id);
 }
 public void CopyTo(CardBattleData target)
 {
     target.turns     = turns;
     target.handLimit = handLimit;
     target.life      = life;
 }