Exemple #1
0
        private UiCard GetLeastHigherPriorityAICard(UiCard selectedCard)
        {
            UiCard [] cards = GetAICards();
            UiCard    LeastHigherPriorityCard = null;

            foreach (UiCard card in cards)
            {
                if (card.pHasChecked)
                {
                    continue;
                }
                if (card.pPriority > selectedCard.pPriority)
                {
                    if (LeastHigherPriorityCard == null)
                    {
                        LeastHigherPriorityCard = card;
                    }
                    else if (LeastHigherPriorityCard.pPriority > card.pPriority)
                    {
                        LeastHigherPriorityCard = card;
                    }
                }
            }
            if (LeastHigherPriorityCard != null)
            {
                LeastHigherPriorityCard.pHasChecked = true;
                LeastHigherPriorityCard.SetSprite(sprites[LeastHigherPriorityCard.pPriority]);
            }
            return(LeastHigherPriorityCard);
        }
Exemple #2
0
        /*
         * This is to create a Card Object and assigning a Random priority .
         * Here I am assuming that all the sprites in the spritesheet are arranged in Ascending Order.
         * */
        private GameObject CreateObject(Transform parent, bool isAI = false)
        {
            GameObject obj      = (GameObject)Instantiate(UiCardObj, parent.position, Quaternion.identity);
            int        rand     = GetRandomInt();
            UiCard     cardInfo = obj.GetComponent <UiCard>();

            cardInfo.pPriority = rand;
            if (!isAI)
            {
                cardInfo.SetSprite(sprites [rand]);
            }
            cardInfo.IsAI        = isAI;
            obj.transform.parent = parent;
            return(obj);
        }