void AddNewCard(CardPattern cardPattern, int positionIndex) { GameObject card = Instantiate(Resources.Load <GameObject>("Prefabs/牌")); //Instantiate 產生一個物件,從resources讀取"牌" card.GetComponent <Card>().cardPattern = cardPattern; //取得Card腳本中的cardPattern card.name = "牌_" + cardPattern.ToString(); //改名稱 card.transform.position = positions[positionIndex].position; GameObject graphic = Instantiate(Resources.Load <GameObject>("Prefabs/圖")); //Instantiate 產生一個物件,從resources讀取"圖" graphic.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Graphics/Foods/" + cardPattern.ToString()); graphic.transform.SetParent(card.transform); //變成牌的子物件 graphic.transform.localPosition = new Vector3(0, 0, 0.1f); //設定座標 graphic.transform.eulerAngles = new Vector3(0, 180, 0); //順著Y軸轉180度 翻牌時不會左右顛倒 }
void AddNewCards(CardPattern cardPattern, int positionIndex) { GameObject card = Instantiate(Resources.Load <GameObject>("Prefabs/card")); card.GetComponent <Card>().cardPattern = cardPattern; card.name = "card_" + cardPattern.ToString(); card.transform.position = positions[positionIndex].position; GameObject CardGraph1 = Instantiate(Resources.Load <GameObject>("Prefabs/card1")); CardGraph1.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("CardGraph/" + cardPattern.ToString()); CardGraph1.transform.SetParent(card.transform); //變反面(背牌)的子物件 CardGraph1.transform.localPosition = new Vector3(0, 0, 0f); //設定座標 CardGraph1.transform.eulerAngles = new Vector3(0, 180, 0); //順著Y軸轉 }