public void DealerHitCards() { int y = 1; int cardValue; distance = 0.5f; x = blackJackController.cardTracker; //return the next card from the deck dealerCards[y] = cardController.ReturnCardfromDeck(x); secondDealerScore = int.Parse(dealerCards[y].GetComponent <CardManager>().ReturnCardValue()); if ((firstDealerScore == 10 && secondDealerScore == 1) || (firstDealerScore == 1 && secondDealerScore == 10)) { Debug.Log("Dealer has BlackJack"); dealerStatus = "blackjack"; dealerScore = 21; //Spawn the dealer card Vector3 dealerNextCardLocation = new Vector3(firstDealerCardLocation.x + distance, firstDealerCardLocation.y, firstDealerCardLocation.z); GameObject dealerNextCard = GameObject.Instantiate(dealerCards[y], dealerNextCardLocation, Quaternion.identity) as GameObject; dealerNextCard.GetComponent <SpriteRenderer>().sortingLayerName = sortingLayer[y]; dealerNextCard.transform.SetParent(canvas.transform); ShowDealerStatus("blackjack"); } else { while (dealerScore < 17) { x = blackJackController.cardTracker; //return the next card from the deck dealerCards[y] = cardController.ReturnCardfromDeck(x); //Spawn the dealer card Vector3 dealerNextCardLocation = new Vector3(firstDealerCardLocation.x + distance, firstDealerCardLocation.y, firstDealerCardLocation.z); GameObject dealerNextCard = GameObject.Instantiate(dealerCards[y], dealerNextCardLocation, Quaternion.identity) as GameObject; dealerNextCard.GetComponent <SpriteRenderer>().sortingLayerName = sortingLayer[y]; dealerNextCard.transform.SetParent(canvas.transform); //Returns the card value cardValue = int.Parse(dealerCards[y].GetComponent <CardManager>().ReturnCardValue()); //Update the dealer score dealerScore = dealerScore + cardValue; //Update dealer status ShowDealerStatus(dealerScore.ToString()); //Update counters blackJackController.cardTracker++; y++; distance = distance + 0.5f; } } //Check the dealer's score DealerScoreCheck(); blackJackController.FinalScoreCheck(); }