public void TransformMat(Card_List material) { havematA = reque[(int)Material_C.Paper].cuanta >= idenC[(int)material].Material_Reque_Paper.cuanta; havematB = reque[(int)Material_C.Ink].cuanta >= idenC[(int)material].Material_Reque_Ink.cuanta; havematC = reque[(int)Material_C.Image].cuanta >= idenC[(int)material].Material_Reque_Image.cuanta; havematD = reque[(int)Material_C.Holo_Sheet].cuanta >= idenC[(int)material].Material_Reque_Holo.cuanta; havematE = reque[(int)Material_C.Golden_Edges].cuanta >= idenC[(int)material].Material_Reque_Gold.cuanta; if (havematA && havematB && havematC && havematD && havematE == true) { idenC[(int)material].check = Card_Status.Avaible; cardData[(int)material].gameObject.SetActive(false); AddMaterialequest(Material_C.Paper, idenC[(int)material].Material_Reque_Paper.cuanta); AddMaterialequest(Material_C.Ink, idenC[(int)material].Material_Reque_Ink.cuanta); AddMaterialequest(Material_C.Image, idenC[(int)material].Material_Reque_Image.cuanta); AddMaterialequest(Material_C.Holo_Sheet, idenC[(int)material].Material_Reque_Holo.cuanta); AddMaterialequest(Material_C.Golden_Edges, idenC[(int)material].Material_Reque_Gold.cuanta); } }
void Card7_Tapped(object sender, EventArgs args) { Card_List.Focus(); selectedCard = "Card_7"; }