private void displayCard(SkillCardModel card, Vector3 vector) { GameObject newCard = Instantiate(skillcardPrefab, vector, Quaternion.identity); SkillCardController cont = newCard.GetComponent <SkillCardController>(); cont.model = card; cont.setView(); displayedCards.Add(newCard); }
public List <SkillCardModel> getSelectedCards() { List <SkillCardModel> cards = new List <SkillCardModel>(); List <GameObject> tmp = new List <GameObject>(); foreach (var card in displayedCards) { SkillCardController skc = card.GetComponent <SkillCardController>(); if (skc.isSelected()) { cards.Add(skc.model); hand.Remove(skc.model); tmp.Add(card); } } while (tmp.Count > 0) { Destroy(tmp[0]); displayedCards.Remove(tmp[0]); tmp.RemoveAt(0); } return(cards); }
void Start() { //positionHolders = new List<GameObject>(GameObject.FindGameObjectsWithTag("PositionPlaceholder")); idolHUDPanel = GameObject.Find("IdolHUDs"); skillHUDPanel = GameObject.Find("SkillHUD"); originalHUDPos = skillHUDPanel.transform.localPosition; RectTransform rt = skillHUDPanel.transform.GetComponent <RectTransform>(); hudOffscreenPos = originalHUDPos; //hudOffscreenPos.x += rt.sizeDelta.x * rt.localScale.x; hudOffscreenPos.x = rt.rect.width; print(hudOffscreenPos.x + ""); skillCards[0] = GameObject.Find("SkillCard (0)").GetComponent <SkillCardController>(); skillCards[1] = GameObject.Find("SkillCard (1)").GetComponent <SkillCardController>(); skillCards[2] = GameObject.Find("SkillCard (2)").GetComponent <SkillCardController>(); skillCards[3] = GameObject.Find("SkillCard (3)").GetComponent <SkillCardController>(); skillCards[4] = GameObject.Find("SkillCard (4)").GetComponent <SkillCardController>(); currentSkillPanel = GameObject.Find("CurrentSkill"); currentSkillPanel.SetActive(false); currentSkillCard = currentSkillPanel.GetComponentInChildren <SkillCardController>(); position1 = GameObject.Find("position1"); position1.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer; position2 = GameObject.Find("position2"); position2.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer; position3 = GameObject.Find("position3"); position3.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer; idols = new List <IdolStateMachine>(); GameObject idol = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Achan.prefab"); GameObject clone = GameObject.Instantiate(idol, position1.transform.position, idol.transform.rotation); IdolStateMachine ism = clone.GetComponent <IdolStateMachine>(); ism.setHUD(GameObject.Find("IdolHUD (1)").transform); idols.Add(ism); idol = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Bchan.prefab"); clone = GameObject.Instantiate(idol, position2.transform.position, idol.transform.rotation); ism = clone.GetComponent <IdolStateMachine>(); ism.setHUD(GameObject.Find("IdolHUD (2)").transform); idols.Add(ism); idol = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Cchan.prefab"); clone = GameObject.Instantiate(idol, position3.transform.position, idol.transform.rotation); ism = clone.GetComponent <IdolStateMachine>(); ism.setHUD(GameObject.Find("IdolHUD (3)").transform); idols.Add(ism); currentState = BattleState.STARTING; crowdMan = new CrowdController(); }