void Handle(string value) { int stack = Convert.ToInt32(value); // // We'll put a card under the stack that is requesting a card // int cardIndex; GameObject stackObj; GameObject cardObj; if (stack == 0) { stackObj = GameObject.Find("PlayerStack"); } else { stackObj = GameObject.Find("DealerStack"); } CardStackComponent cardStack = stackObj.GetComponent <CardStackComponent>(); // // Add a card and sort the list so cards will appear in suit order // cardIndex = CardDeckManager.GetACard(); // // end of deck? // if (cardIndex < 0) { return; } cardStack.cardsInStack.Add(cardIndex); // // To do Descending, first sort Ascending, then reverse the list // cardStack.cardsInStack.Sort(); cardStack.cardsInStack.Reverse(); // // Get the card obj // cardObj = CardDeckManager.GetCardFaceDown(cardIndex); Card cCard = cardObj.GetComponent <Card>(); cCard.cardStack = stack; //this will tell us which stack holds this card cCard.cardFaceShowing = cardStack.faceUp; // // Determine where the card goes on screen // cardObj.transform.parent = stackObj.transform; cardObj.transform.localPosition = new Vector2(stackObj.transform.position.x + .07f, 0); // // trigger display of stack (if any are face up, then they will display) // EventManager.TriggerEvent("DisplayCardStackEvent", stack.ToString()); }
void Handle(string value) { int stack = Convert.ToInt32(value); GameObject stackObj; //which stack to work with GameObject cardObj; //current cardface(back) int cnt = 0; //multiplier for offset if (stack == 0) { stackObj = GameObject.Find("PlayerStack"); } else { stackObj = GameObject.Find("DealerStack"); } Transform parentTransform = stackObj.transform; CardStackComponent cStack = stackObj.GetComponent <CardStackComponent>(); // // Loop thru a list of card values (integers) // cnt = cStack.cardsInStack.Count; foreach (int cardIndex in cStack.cardsInStack) { cardObj = GameObject.Find("Card_D0" + "_C" + cardIndex.ToString()); Vector3 temp = parentTransform.position + new Vector3(cnt * cStack.xOffset, cnt * cStack.yOffset); cardObj.transform.position = temp; Card cCard = cardObj.GetComponent <Card>(); // // find what image component to disp for the Entity // SpriteRenderer srender = cardObj.GetComponent <Renderer>() as SpriteRenderer; if (cCard.cardFaceShowing) { srender.sprite = CardDeckManager.GetCardFace(cardIndex); } else { srender.sprite = CardDeckManager.GetCardBack(cardIndex); } // // reverse the order of sprites with 0 being the first card way back // srender.sortingOrder = cnt; cnt -= 1; } }