public void ShareKnowledge(int PlayerID, PlayerCard Card) { RaiseEventOptions opt = new RaiseEventOptions { Receivers = ReceiverGroup.All }; ///send playerid senderid card hashcode and a placeholder for request /// byte[] content = { (byte)PlayerID, (byte)PhotonNetwork.player.ID, (byte)Card.GetHashCode(), (byte)1 }; for (int i = 0; i < 4; i++) { //shareKnowledgeRequestContent[i] = content[i]; } Debug.Log(content.Length); string debug = ""; for (int i = 0; i < 3; i++) { debug += content[i].ToString() + " "; } Debug.Log("in ShareKnoledge " + debug); PhotonNetwork.RaiseEvent((byte)103, content, true, opt); }
private void DisplayDeck( ) { cardDragged = null; cardDraggedFromCollection = null; for (int i = 0; i < deck.Count; i++) { slots[i].Set(deck[i], i, CardDragedEvent, CardDroppedEvent, ClickedOnSlotEvent, false); } // We should be able to save the deck only if we have all the slots in it filled int cardsInDeck = deck.Where(card => card != null).Count( ); if (cardsInDeck != PlayerCards.MaxCardsInDeck && (PlayerCards.MaxCardsInDeck - cardsInDeck) == 1) { onCanSaveDeck?.Invoke(false); goButtonLabel.text = $"{PlayerCards.MaxCardsInDeck - cardsInDeck} More Card Is Needed!"; goButtonAnim.SetBool("Ready", false); } else if (cardsInDeck != PlayerCards.MaxCardsInDeck) { onCanSaveDeck?.Invoke(false); goButtonLabel.text = $"{PlayerCards.MaxCardsInDeck - cardsInDeck} More Cards Are Needed!"; goButtonAnim.SetBool("Ready", false); } else { onCanSaveDeck?.Invoke(true); goButtonLabel.text = "Save and Go to Battle"; goButtonAnim.SetBool("Ready", true); } }
private void PlayRowModifierCard(PlayerCard playerCard, Player sender, Player opponent, GwintSlot slot) { Card card = playerCard.Card; switch (card.Effect) { case GwintEffect.Horn: if (!ValidateRowModifierCard(card, slot)) { throw new CommandException(); } ClearSlotEffect(sender, slot, card.Effect); var rowModifierSlot = new PlayerCardSlot { Card = card, Slot = slot }; sender.CardSlots.Add(rowModifierSlot); break; default: throw new CommandException(); } }
private void DebugCreatePlayer(string position, string team, int index, Vector2 startingPos, bool AI, string name) { PlayerCard initPCard = new PlayerCard(10, 20, 12, 112, 20, 4, name, GameManager.Instance.positions[position], 99); PlayerInit i = new PlayerInit(initPCard, startingPos, GameManager.Instance.teams[team], null, AI); testInitList[index] = i; }
private void PlayCreatureCard(PlayerCard playerCard, Player sender, Player opponent, GwintSlot slot, long?targetCardId) { Card card = playerCard.Card; SpawnCreature(playerCard, sender, opponent, slot); switch (card.Effect) { case GwintEffect.MeleeScorch: ScorchRowCards(opponent, GwintSlot.Melee, Constants.ScorchThresholdMelee); break; case GwintEffect.SiegScorch: ScorchRowCards(opponent, GwintSlot.Siege, Constants.ScorchThresholdSiege); break; case GwintEffect.Nurse: NurseCard(sender, opponent, targetCardId); break; case GwintEffect.Draw2: DrawCards(sender, 2); break; case GwintEffect.SummonClones: SummonCardClones(playerCard, sender, opponent); break; } }
private void PlayCard(PlayerCard playerCard, Player sender, Player opponent, GwintSlot slot, long?targetCardId) { Card card = playerCard.Card; if (card.Types.HasFlag(GwintType.Creature)) { PlayCreatureCard(playerCard, sender, opponent, slot, targetCardId); } else if (card.Types.HasFlag(GwintType.Weather)) { PlayWeatherCard(playerCard, sender, opponent, slot); } else if (card.Types.HasFlag(GwintType.Spell)) { PlaySpellCard(playerCard, sender, opponent, slot, targetCardId); } else if (card.Types.HasFlag(GwintType.RowModifier)) { PlayRowModifierCard(playerCard, sender, opponent, slot); } else if (card.Types.HasFlag(GwintType.GlobalEffect)) { PlayGlobalEffectCard(playerCard, sender, opponent); } else { throw new CommandException(); } sender.HandCards.Remove(playerCard); }
private void stateChangeCallback(PlayerCard sender) { if (gameObject.activeInHierarchy) { startGameHint.SetActive(ReadyCheck()); } }
// Update is called once per frame public void DoUpdate() { if (Input.GetKeyUp(KeyCode.Space)) { StartInitDeck(); } if (bDeckSetupEnd) { UpdateCardPosition(); if (CheckFirstCardOutside()) { RemoveCard(0, false); } if (CheckNeedGenerateNewCard()) { float targetPositionX = 0; // 如果一张卡都没了 那么到第一张位置0 if (cardInRoll.Count > 0) { GameObject firstCard = cardInRoll[0].cardObject; targetPositionX = firstCard.transform.localPosition.x + putInRollDuration * rollSpd + 100f * cardInRoll.Count; // 0.2秒后的位置 } PlayerCard newCard = generateNewCard(false); AddCard(newCard); newCard.cardItem.DoMove(targetPositionX, putInRollDuration, () => { newCard.cardItem.InitMoveEnd = true; }); } } }
/// <summary> /// Testing function used to generate card data for testing /// </summary> public void GenerateTestCards() { //generate 30 cards for the draw pile for (int i = 0; i < 30; ++i) { Card newCard = new Card(); newCard.Title = "drawpile card " + i.ToString(); newCard.Description = "drawpile description " + i.ToString(); DrawPile.AddCard(newCard); AllCards.AddCard(newCard); } //generate 10 cards for the discard pile for (int i = 0; i < 10; ++i) { PlayerCard newCard = new PlayerCard(); newCard.Title = "discarded card " + i.ToString(); newCard.Description = "discarded description " + i.ToString(); newCard.FirstName = "FirstName" + i.ToString(); newCard.LastName = "LastName" + i.ToString(); newCard.Attributes = new PlayerAttributes(i, i); DiscardPile.AddCard(newCard); AllCards.AddCard(newCard); } //generate 5 cards for the exile pile for (int i = 0; i < 5; ++i) { Card newCard = new Card(); newCard.Title = "exiled card " + i.ToString(); newCard.Description = "exiled description " + i.ToString(); ExilePile.AddCard(newCard); AllCards.AddCard(newCard); } }
public virtual void trigger(ref PlayerCard card, GameObject card_gameObject) { if (shouldApplyInnerEffect()) { ((IEffectSelf)innerEffect).trigger(ref card, card_gameObject); } }
void OnClose() { string debug = ""; for (int i = 0; i < 4; i++) { debug += cont[i].ToString() + " "; } Debug.Log("in OnClose " + debug); if (CityCard != PlayerCard.Empty) { gamemanager.SelectCardCallBack(CityCard); CityCard = PlayerCard.Empty; } if (EventType == 1)//enent type 1 send request back { if (Request == -1) { Debug.LogError("should not be -1"); } gamemanager.RequestCallback(Request == 1); } EventType = 0; //if (cont[3] != -1)//change //{ // gamemanager.RequestCallback(cont); // cont = null; // } }
public void RemoveHandCard(PlayerCard card) { if (card != null) { if (m_lstAssetCards.Contains(card)) { GameLogic.Get().m_mainGameUI.RemoveCardFromListView(GameLogic.Get().m_mainGameUI.m_assetListView, card); m_lstAssetCards.Remove(card); if (card.m_slot != AssetSlot.None) { m_lstAssetSlots[(int)card.m_slot] = null; } } else { int index = m_lstPlayerCards.IndexOf(card); if (index >= 0) { GameLogic.Get().m_mainGameUI.RemoveCardFromListView(GameLogic.Get().m_mainGameUI.m_handCardListView, card); m_lstPlayerCards.Remove(card); } } } }
void OnEnable() { CityCard = PlayerCard.Empty; //cont = null; cont = new int[4]; cont[0] = -1; }
private void BtnAdd_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { if (Collection.SelectedIndex() == -1) { return; } PlayerCard card = ((PlayerCard)Collection.SelectedItem()); if (!Collection.RemoveCard(card)) { return; } PlayerCard offerCard = new PlayerCard(); offerCard.Id = card.Id; offerCard.Name = card.Name; offerCard.Quantity = 1; if (!_cards.ContainsKey(offerCard.Id)) { _cards.Add(offerCard.Id, offerCard); } else { _cards[offerCard.Id].Quantity++; } _ids.Add(offerCard.Id); lb_choice.Items.Add(card.Name); }
public void PlceCardOnField(PlayerCard card) { //depending on player type (position), parent it to the according Panel Transform the_parent = null; if (card.position == "A") { the_parent = my_A_panel.transform; } if (card.position == "M") { the_parent = my_M_panel.transform; } if (card.position == "F") { the_parent = my_F_panel.transform; } //creating the actual card template GameObject this_card = Instantiate(card_prefab, the_parent); //assigning the template its player information to display this_card.GetComponent <CardDisplay>().AssignCard(card); //eventually add this_card to a list of instantiated cards or something, to check them later }
} //name used to refer to this effect in XML public override void trigger() { //setup int numToDraw = Mathf.FloorToInt(strength); PlayerCard[] cards = new PlayerCard[numToDraw]; //fill the array with the Cards we want to draw for (int i = 0; i < numToDraw; i++) { //attempt to draw from the deck PlayerCard?drawn = DeckManagerScript.instance.DrawCardType(PlayerCardType.upgrade); if (drawn != null) { //the draw succeeded, so we can use it directly cards[i] = drawn.Value; } else { //the draw failed, so make a new card from thin air using the "Improvised Upgrade" token. PlayerCard newCard = new PlayerCard(); newCard.data = CardTypeManagerScript.instance.getCardByName("Improvised Upgrade"); newCard.charges = newCard.data.cardMaxCharges; cards[i] = newCard; } } //tell the hand to draw these specific Cards. PlayerHandScript.instance.StartCoroutine(PlayerHandScript.instance.drawCards(cards)); }
private void card_has_been_played(LOTRPlayer player) { player.play_card(card_played); //game_event_handler.register_cards(new List<PlayerCard>() {card_played}); Debug.Log("CARD HAS BEEN PLAYED#(O$I()*%$U*(GJ$IOG"); if (cur_phase == GAMEPHASE.PLANNING) { game_event_handler.fire_game_event(GameEvent.CARD_PLAYED_KEY, new GameArgs(c: card_played, a: () => { Debug.Log("OK WHY"); cur_state = GAMESTATE.PLAYING_CARDS; card_played = null; allow_actions_to_be_played(); }, p: get_cur_player(), game: this)); } else //playing actions not in planning phase { Debug.Log(cur_state); // cur_state = GAMESTATE.WAITING_FOR_PLAYER_TO_DECIDE_IF_HE_WANTS_TO_USE_ACTIONS; game_event_handler.fire_game_event(GameEvent.CARD_PLAYED_KEY, new GameArgs(c: card_played, a: () => { Debug.Log("Firing this game event CARD PLAYED CALLBACK"); card_played = null; if (forced_response_after_action) { done_responding(); } cur_state = state_before_actions; //allow_actions_to_be_played(); }, p: get_cur_player(), game: this)); } }
private void TranslateCard(PlayerCard card) { BCA_BoosterCard bca_bc = new BCA_BoosterCard(card, !_admin.Client.PlayerManager.Collections.ContainsKey(card.Id)); bca_bc.Margin = new Thickness(3); _admin.Client.PlayerManager.AddCard(card.Id, card.Quantity); bca_bc.SetImageSource(FormExecution.AssetsManager.GetImage("Sleeves", "203")); wp_cards.Children.Add(bca_bc); Storyboard storyboard = new Storyboard(); TranslateTransform translation = new TranslateTransform(0.0, 0.0); bca_bc.RenderTransformOrigin = new Point(0.5, 0.5); bca_bc.RenderTransform = translation; DoubleAnimation translateXAnimation = new DoubleAnimation(); translateXAnimation.Duration = TimeSpan.FromMilliseconds(200); translateXAnimation.From = -500; translateXAnimation.To = 0; storyboard.Children.Add(translateXAnimation); Storyboard.SetTargetProperty(translateXAnimation, new PropertyPath("RenderTransform.X")); Storyboard.SetTarget(translateXAnimation, bca_bc); storyboard.Completed += (senderA, eA) => Storyboard_Completed(senderA, eA, bca_bc, card.Id); storyboard.Begin(); }
public void played_action_from_hand(PlayerCard card, bool needs_response) { //game.wait_for_forced_response(after_responding_with_card: the_action); Debug.Log("PLAUED " + card.get_name() + " FROM HAND"); forced_response_after_action = needs_response; player_played_card(get_cur_player(), card); }
// Update is called once per frame void Update() { PlayerCard pCard = transform.root.FindChild("PlayerCard").GetComponent <PlayerCard>(); if (pCard.mCardList == null) { return; } if (name.Equals("BtnLeft")) { if (pCard.mListCnt <= 1) { transform.GetComponent <UIButton>().SetState(UIButtonColor.State.Disabled, true); } else { transform.GetComponent <UIButton>().SetState(UIButtonColor.State.Normal, true); } } else { if (pCard.mListCnt >= pCard.mCardList.Count) { transform.GetComponent <UIButton>().SetState(UIButtonColor.State.Disabled, true); } else { transform.GetComponent <UIButton>().SetState(UIButtonColor.State.Normal, true); } } }
public void discard_card_at_index(int index) { PlayerCard card_to_discard = cards_in_hand[index]; discard_pile.Add(card_to_discard); cards_in_hand.RemoveAt(index); }
public static PlayerCard FAKE_FARAMIR() { PlayerCard the_card = new PlayerCard("Faramir", LOTRGame.SPHERE_OF_INFLUENCE.LEADERSHIP, new List <LOTRGame.TRAITS>() { LOTRGame.TRAITS.GONDOR, LOTRGame.TRAITS.NOBLE, LOTRGame.TRAITS.RANGER }, cost: 4, willpower: 2, attack: 1, defense: 0, hp: 1, ability: "Action: Exhaust Faramir to choose a player. Each character controlled by that player gets +1 Willpower until the end of the phase.", set: "??", type: "ALLY", unique: true); the_card.set_action_card(); /*the_card.respond_to_event(GameEvent.ACTIVATED_ACTION, * PlayerCardResponses.action_maker(CardEnablers.i_am_played, PlayerCardResponses.faramir, * the_card));*/ List <Func <EventArgs, Card, bool> > all_action_criteria = new List <Func <EventArgs, Card, bool> >() { CardEnablers.i_am_played, CardEnablers.i_am_not_exhausted }; the_card.set_action_criteria(all_action_criteria); the_card.respond_to_event(GameEvent.ACTIVATED_ACTION, PlayerCardResponses.action_maker(all_action_criteria, PlayerCardResponses.faramir, the_card)); return(the_card); }
public bool AreCardsOfTheSameType(PlayerCard cardToCheck, PlayerCard otherCard) { // Same level cards if (otherCard.Card.Name == cardToCheck.Card.Name) { return(true); } // Level 2 or Level 3 card vs. lower level if (otherCard.Card.LowerLevelVersion && otherCard.Card.LowerLevelVersion.Name == cardToCheck.Card.Name) { return(true); } // Level 3 card vs. Level 1 if (otherCard.Card.LowerLevelVersion && otherCard.Card.LowerLevelVersion.LowerLevelVersion && otherCard.Card.LowerLevelVersion.LowerLevelVersion.Name == cardToCheck.Card.Name) { return(true); } // Level 1 and Level 2 card vs. higher level if (otherCard.Card.HigherLevelVersion && otherCard.Card.HigherLevelVersion.Name == cardToCheck.Card.Name) { return(true); } // Level 1 card vs. Level 3 if (otherCard.Card.HigherLevelVersion && otherCard.Card.HigherLevelVersion.HigherLevelVersion && otherCard.Card.HigherLevelVersion.HigherLevelVersion.Name == cardToCheck.Card.Name) { return(true); } return(false); }
/// <summary> /// Handle cards selection /// </summary> /// <param name="card"></param> public void HandleCardSelected(PlayerCard card) { // 1st case: no cards clicked yet, set and reveal 1st card if (firstCardOfPair == null) { firstCardOfPair = card; firstCardOfPair.RevealCard(); } // 2nd case: 1 card has been clicked, set and reveal 2nd card else if (secondCardOfPair == null) { secondCardOfPair = card; secondCardOfPair.RevealCard(); // Check if cards match if (firstCardOfPair.Id != secondCardOfPair.Id) { // No match, flip cards back StartCoroutine(WaitBeforeFlippingBack()); } else { // Match found, clear selected cards firstCardOfPair = null; secondCardOfPair = null; } } }
// 抽下一张牌 public PlayerCard DrawNextCard() { int baseId = UnityEngine.Random.Range(1, 6); PlayerCard card = PlayerCardFactory.getInstance().CreatePlayerCard(baseId); return(card); }
public override PlayerCard[] CreateCardSet() { int[] cardIDs = new int[numberOfCards]; PlayerCard[] cardSet = new PlayerCard[numberOfCards]; // Filling array with card ID pairs (0,0,1,1,2,2,3,3,...) for (int i = 0; i < numberOfCards; i++) { cardIDs[i] = i / 2; } // Shuffle cardID array Shuffle(cardIDs); // Creating cards for (int i = 0; i < numberOfCards; i++) { // Instantiate the newCard at the origin with no rotation and add to cardSet cardSet[i] = Instantiate(playerCardPrefab, new Vector3(0, 0, 0), Quaternion.identity); // Set id to shuffled id int newCardId = cardIDs[i]; // Assign new card in card set the shuffled id and corresponding image cardSet[i].SetCardImageAndId(newCardId, sprites[newCardId]); } return(cardSet); }
public void AcceptPlayersCardReturnsRankAndSuit(string playersCard, Rank expectedRank, Suit expectedSuit) { var card = new PlayerCard(playersCard); Assert.Equal(expectedRank, card.Rank); Assert.Equal(expectedSuit, card.Suit); }
public PlayerCard DrawPlayerCard() { PlayerCard tmp = PlayerCardDeck[0]; PlayerCardDeck.Remove(tmp); return(tmp); }
public IEnumerator playerDraw(Player curPlayer, PlayerCard card1, PlayerCard card2) { playerCard1.SetActive(true); playerCard2.SetActive(true); yield return(StartCoroutine(moveAndFlipCard(playerCard1.transform, mapCentreLeft, playerCardFaces[(int)card1.getColour()], new Vector3(1.5f, 1.5f, 1.5f)))); playerCard1Title.text = card1.getName(); yield return(StartCoroutine(moveAndFlipCard(playerCard2.transform, mapCentreRight, playerCardFaces[(int)card2.getColour()], new Vector3(1.5f, 1.5f, 1.5f)))); playerCard2Title.text = card2.getName(); yield return(new WaitForSeconds(Vals.GENERIC_WAIT_TIME)); if (card1.getName().Equals("Epidemic")) { yield return(StartCoroutine(moveAndShrinkCard(playerCard1.transform, playerDiscardCentre))); } else { yield return(StartCoroutine(moveAndShrinkCard(playerCard1.transform, handCentres[curPlayer.getTurnOrderPos() - 1]))); } if (card2.getName().Equals("Epidemic")) { yield return(StartCoroutine(moveAndShrinkCard(playerCard2.transform, playerDiscardCentre))); } else { yield return(StartCoroutine(moveAndShrinkCard(playerCard2.transform, handCentres[curPlayer.getTurnOrderPos() - 1]))); } resetPosition(playerCard1, playerDeck.transform, playerCardBack, playerCard1Title); resetPosition(playerCard2, playerDeck.transform, playerCardBack, playerCard2Title); yield break; }
public static PlayerCard GANDALF() { PlayerCard result = new PlayerCard("Gandalf", LOTRGame.SPHERE_OF_INFLUENCE.NEUTRAL, new List <LOTRGame.TRAITS>() { LOTRGame.TRAITS.ISTARI }, cost: 5, willpower: 4, attack: 4, defense: 4, hp: 4, ability: "At the end of the round, discard Gandalf from play. " + "Response: After Gandalf enters play, (choose 1): draw 3 cards, deal 4 damage to 1 enemy in play, or reduce your threat by 5.", set: "??", type: "ALLY", unique: false); List <Func <EventArgs, Card, bool> > response_criteria = new List <Func <EventArgs, Card, bool> >() { CardEnablers.card_is_me }; result.respond_to_event(GameEvent.CARD_PLAYED_KEY, PlayerCardResponses.action_maker(response_criteria, PlayerCardResponses.gandalf_played, result)); result.respond_to_event(GameEvent.OPTION_1_PICKED, PlayerCardResponses.action_maker(response_criteria, PlayerCardResponses.gandalf_draw_3, result)); result.respond_to_event(GameEvent.OPTION_2_PICKED, PlayerCardResponses.action_maker(response_criteria, PlayerCardResponses.gandalf_deal_4_damage, result)); result.respond_to_event(GameEvent.OPTION_3_PICKED, PlayerCardResponses.action_maker(response_criteria, PlayerCardResponses.gandalf_reduce_threat, result)); return(result); }
public StartScreen(SpriteBatch spriteBatch, PlayerCard humanCard, PlayerCard alienCard, Player thisPlayer, MapBuilder mapBuilder, Texture2D checkedTexture, Texture2D unCheckedTexture, SpriteFont font) { this.spriteBatch = spriteBatch; this.humanCard = humanCard; this.alienCard = alienCard; this.thisPlayer = thisPlayer; this.mapBuilder = mapBuilder; this.checkedTexture = checkedTexture; this.unCheckedTexture = unCheckedTexture; //clientCheckBox = new CheckBox(unCheckedTexture, checkedTexture, "Client", new Rectangle(20, 300, 50, 50), spriteBatch, font); //clientCheckBox.IsChecked = true; serverCheckBox = new CheckBox(unCheckedTexture, checkedTexture, "Server", new Rectangle(20, 360, 50, 50), spriteBatch, font); }
public void deal() { playerCard = new PlayerCard(); int ay = 0, ax = 0; for (int i=0; i<14; i++) { for(int id=0;id<4;id++){ Card.card cardVal = cardstack.draw(); playerCard.playerDealCard(id,i,cardVal); if(id==0){ //Debug.Log(cardVal.number+" "+cardVal.color); ax = i; if(i>=12){ ay = 1; ax = i-12; } string objname = "C"+ cardVal.number; GameObject newCard = Instantiate (Resources.Load(objname),new Vector3(CardAxisX[ax],CardAxisY[ay],-0.19f),cardStatus.getRotate()) as GameObject; newCard.transform.localScale = cardStatus.getScale(); newCard.AddComponent<Card>(); newCard.GetComponent<Card>().val = cardVal; Renderer newCardRenderer = newCard.GetComponent<Renderer>(); newCardRenderer.materials[1].SetColor("_Color",cardVal.color); CardExist[ax,ay] = true; } } } leadCard = cardstack.draw(); string leadobj = "C"+leadCard.number; GameObject newLeadCard = Instantiate(Resources.Load(leadobj),new Vector3(1,1,-0.19f),cardStatus.getRotate()) as GameObject; newLeadCard.transform.localScale = cardStatus.getScale(); newLeadCard.AddComponent<Card>(); Destroy(newLeadCard.GetComponent<BoxCollider>()); newLeadCard.GetComponent<Card>().val = leadCard; Renderer newLeadCardRenderer = newLeadCard.GetComponent<Renderer>(); newLeadCardRenderer.materials[1].SetColor("_Color",leadCard.color); }
/// <summary> /// 当装备被装备时 /// </summary> public virtual void OnEquiped(PlayerCard playerCard) { this.EquipedCard = playerCard; //修改需要通告网络 }
//run this once to pass stats from title to game public static void getPlayer1(PlayerCard importPlayer) { temp1 = importPlayer; fromUpdate = false; }
//takes information from card and gives it to player void PassStats(Player playerIn, PlayerCard temp, out Profile playerOut) { playerIn.hpMax = temp.health; playerIn.enduranceMax = temp.maxStamina; playerIn.enduranceRegen = temp.stamRegen; playerIn.AddAttackOption(temp.attack_1); playerIn.AddAttackOption(temp.attack_2); playerIn.AddAttackOption(temp.attack_3); playerIn.AddAttackOption(temp.meditate_1); playerIn.AddAttackOption(temp.meditate_2); playerIn.AddAttackOption(temp.meditate_3); playerIn.AddDefendOption(temp.defend_1); playerIn.AddDefendOption(temp.defend_2); playerIn.AddDefendOption(temp.defend_3); playerIn.name = temp.name; playerIn.chiPoints = temp.level; playerOut = playerIn; }
// Use this for initialization void Start() { //Randomly decide which player goes first if (Random.Range(1,3) == 2) playerTurn = PlayerIndex.One; else playerTurn = PlayerIndex.Two; player1 = new Player(); player2 = new Player(); if(!fromUpdate){ if (temp1 == null) { temp1 = GameObject.Find("default1").GetComponent<PlayerCard>(); } PassStats((Player)player1, temp1, out player1); if (temp2 == null) { temp2 = GameObject.Find("default2").GetComponent<PlayerCard>(); } PassStats((Player)player2, temp2, out player2); } else{ passPlayer ((Player)playTemp1, out player1); passPlayer ((Player)playTemp2, out player2); } player1.playerIndex = PlayerIndex.One; player2.playerIndex = PlayerIndex.Two; player1.RecoverHP(player1.hpMax); player2.RecoverHP(player2.hpMax); player1.UseEndurance(player1.enduranceMax); player2.UseEndurance(player2.enduranceMax); player1.profileObject = player1Object; player2.profileObject = player2Object; healthBar1Width = healthBar.width; healthBar2Width = healthBar.width; enduranceBar1Height = 0; enduranceBar2Height = 0; }