public void ReadLayout(string xmlText)
    {
        xmlr = new PT_XMLReader();
        xmlr.Parse(xmlText);
        xml = xmlr.xml["xml"][0];

        multiplier.x = float.Parse(xml["multiplier"][0].att("x"));
        multiplier.y = float.Parse(xml["multiplier"][0].att("y"));

        SolSlotDef     tSD;
        PT_XMLHashList slotsX = xml["slot"];

        for (int i = 0; i < slotsX.Count; i++)
        {
            tSD = new SolSlotDef();
            if (slotsX[i].HasAtt("type"))
            {
                tSD.type = slotsX[i].att("type");
            }
            else
            {
                tSD.type = "slot";
            }

            tSD.x   = float.Parse(slotsX[i].att("x"));
            tSD.y   = float.Parse(slotsX[i].att("y"));
            tSD.pos = new Vector3(tSD.x * multiplier.x, tSD.y * multiplier.y, 0);

            tSD.layerID   = int.Parse(slotsX[i].att("layer"));
            tSD.layerName = tSD.layerID.ToString();

            switch (tSD.type)
            {
            case "slot":
                tSD.faceUp = slotsX[i].att("faceup") == "1";
                tSD.id     = int.Parse(slotsX[i].att("id"));
                if (slotsX[i].HasAtt("hiddenby"))
                {
                    tSD.hiddenBy = int.Parse(slotsX[i].att("hiddenby"));
                }
                slotDefs.Add(tSD);
                break;

            case "drawpile":
                tSD.stagger.x = float.Parse(slotsX[i].att("xstagger"));
                drawPile      = tSD;
                break;

            case "discardpile":
                discardPile = tSD;
                break;

            case "aces":
                aces.Add(tSD);
                break;
            }
        }
    }
Exemple #2
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    private void LayoutGame()
    {
        if (layoutAnchor == null)
        {
            GameObject tGO = new GameObject("LayoutAnchor");
            layoutAnchor = tGO.transform;
            layoutAnchor.transform.position = layoutCenter;
        }

        SolSlotDef currSlot      = null;
        GameObject currCard      = null;
        int        topCard       = 0;
        int        currColumnAdd = 2;

        //int currSortOrder = 0;
        for (int i = 0; i < layout.slotDefs.Count; i++)
        {
            currSlot = layout.slotDefs[i];
            currCard = deck.cards[i].gameObject;

            currCard.gameObject.transform.position = new Vector3(currSlot.x, currSlot.y, 0);
            currCard.GetComponent <CardSolitaire>().SetSortOrder(i);

            if (topCard == i)
            {
                topCard       += currColumnAdd;
                currColumnAdd += 1;
            }
            else
            {
                currCard.GetComponent <CardSolitaire>().FaceUp = false;
            }
        }

        for (int i = layout.slotDefs.Count; i < deck.cards.Count; i++)
        {
            currSlot = layout.drawPile;
            currCard = deck.cards[i].gameObject;

            currCard.gameObject.transform.position         = new Vector3(currSlot.x, currSlot.y, 0);
            currCard.GetComponent <CardSolitaire>().FaceUp = false;
        }
    }