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