/** Handle what to do with the released card * If the card is released at a spot were it can be build, than the card will be removed from the hand cards * else the card moves back to its hand position were it was before **/ public void CardReleased(GameHandler.BuildingType type, int buildID, int slotID, Vector2 pos) { if (infoCard.activeSelf) { infoCard.SetActive(false); } if (gameMaster.TryToBuildAt(pos, type, buildID)) { Destroy(handCards[slotID].gameObject); } else { handCards[slotID].ResetPosition(); } }
public void SetUp(GameHandler.BuildingType cardType, int typeID = 0) { switch (cardType) { case GameHandler.BuildingType.Build: cardObject.SetActive(true); tokenObject.SetActive(false); render.material = allMats[6]; break; case GameHandler.BuildingType.Card: cardObject.SetActive(true); tokenObject.SetActive(false); render.material = allMats[8]; break; case GameHandler.BuildingType.Clean: cardObject.SetActive(true); tokenObject.SetActive(false); render.material = allMats[5]; break; case GameHandler.BuildingType.Control: cardObject.SetActive(true); tokenObject.SetActive(false); render.material = allMats[7]; break; case GameHandler.BuildingType.Land: cardObject.SetActive(true); tokenObject.SetActive(false); render.material = allMats[1]; break; case GameHandler.BuildingType.Park: cardObject.SetActive(true); tokenObject.SetActive(false); if (typeID == 0) { render.material = allMats[3]; } else { render.material = allMats[2]; } break; case GameHandler.BuildingType.Stop: cardObject.SetActive(true); tokenObject.SetActive(false); render.material = allMats[4]; break; case GameHandler.BuildingType.Road: cardObject.SetActive(true); tokenObject.SetActive(false); render.material = allMats[0]; break; case GameHandler.BuildingType.Start: cardObject.SetActive(true); tokenObject.SetActive(false); render.material = allMats[9]; break; case GameHandler.BuildingType.None: cardObject.SetActive(false); tokenObject.SetActive(true); break; } }