private void OpenThePack(Pack.Expansion expansion) { _currentExpansion = expansion; _cardsBackground.SetActive(true); GameObject card; OnCardClick onCardClick; for (int i = 0; i < 5; i++) { DetermineDrop(); if (i == 4 && _currentRarity == Card.Rarity.Common) { CommonCheck(); } card = ObjectPool.Instance.GetObjectForType("CardPrefab", true); card.transform.SetParent(_canvas.transform, false); card.transform.position = _packReceiver.position; card.transform.localScale = Vector3.one; onCardClick = card.GetComponent <OnCardClick>(); onCardClick._cardRarity = _currentRarity; onCardClick._packExpansion = _currentExpansion; onCardClick._endPosition = _cardSpawnPoints[i].transform.position; onCardClick._currentSprite = _currentSprite; onCardClick._turnOverSound = _currentAudioClip; _activeCards.Add(onCardClick); } if (OnCardsDetermined != null) { OnCardsDetermined(); } }
private void UpdatePacks(Pack.Expansion expansion) { for (int i = 0; i < _collectionPacks.Count; i++) { if (_collectionPacks[i].packExpansion == expansion) { _collectionPacks[i].packCount -= 1; break; } } Serializer.Save("packdata.sav", _collectionPacks); }
private IEnumerator EnableDelay() { yield return(new WaitForEndOfFrame()); //_eventSystem.enabled = false; if (SceneManager.GetActiveScene().name == "openpacks") { _packReceiver = GameObject.Find("PackReceiver").transform; _colorLerp = _packReceiver.GetComponent <ColorLerp>(); _dragParticles = GameObject.Find("FlowContainer").GetComponentsInChildren <ParticleSystemRenderer>(); _eventSystem = GameObject.Find("EventSystem"); _dragParticles = GameObject.Find("FlowContainer").GetComponentsInChildren <ParticleSystemRenderer>(); _eventSystem = GameObject.Find("EventSystem"); _backButton = GameObject.FindWithTag(Tags.SINGLETONTAG).GetComponent <BackButton>(); _backButton.enabled = false; _packTrail = GameObject.Find("PackTrail").GetComponent <PackTrail>(); } _packExpansion = _onDragBeginPack._packExpansion; ChangeFlowVisibility(1); _colorLerp.ControlLerp(true); _packTrail.packToFollow = transform; _packTrail.GetComponent <ParticleSystem>().Play(); }