// Use this for initialization void Start() { GameObject Clone; Clone = GameObject.CreatePrimitive(PrimitiveType.Quad); Clone.GetComponent <Renderer> ().material.shader = Shader.Find("Sprites/Default"); Clone.transform.parent = transform; Clone.transform.localScale = new Vector3(30, 10, 1); Clone.GetComponent <Renderer> ().material.color = new Color(0.6f, 0.6f, 0.6f); // Back to menu Clone = GameObject.CreatePrimitive(PrimitiveType.Quad); Clone.AddComponent <ControlScript> (); Clone.GetComponent <Renderer> ().material.mainTexture = Resources.Load("OkButton") as Texture; Clone.GetComponent <Renderer> ().material.shader = Shader.Find("Sprites/Default"); Clone.transform.parent = transform; Clone.transform.localScale = new Vector3(1f, 1f, 1); Clone.transform.localPosition = new Vector3(0, 0, -0.001f); Clone.name = "SaveDeck"; // for (int x = 0; x < 4; x++) { Clone = GameObject.CreatePrimitive(PrimitiveType.Quad); Clone.transform.parent = transform; Clone.transform.localScale = new Vector3(CardScale * GameData.CardSizeX, 8, 1); Clone.transform.localPosition = new Vector3(-5.4f + (CardScale * GameData.CardSizeX + 0.1f) * x, 0, -0.001f); Clone.GetComponent <Renderer> ().material.color = new Color(0.25f, 0.25f, 0.25f); for (int y = 0; y < 5; y++) { Clone = GameData.CreateCard(); Clone.transform.parent = transform; Clone.transform.localPosition = new Vector3( -5.4f + (CardScale * GameData.CardSizeX + 0.1f) * x, 3.4f - (CardScale * GameData.CardSizeY + 0.1f) * y, -0.01f); Clone.transform.localScale = new Vector3(CardScale * GameData.CardSizeX, CardScale * GameData.CardSizeY, 1); Clone.AddComponent <ControlScript> (); Clone.GetComponent <ControlScript> ().x = x; Clone.GetComponent <ControlScript> ().y = y; Clone.name = "CardInDeck"; CardQueue [x, y].Card = Clone; Clone = GameObject.CreatePrimitive(PrimitiveType.Quad); Clone.GetComponent <Renderer> ().material.shader = Shader.Find("Sprites/Default"); Clone.GetComponent <Renderer> ().material.color = new Color(0.4f, 0.4f, 0.4f, 1); Clone.transform.parent = CardQueue [x, y].Card.transform; Clone.transform.localScale = new Vector3(1, 1, 1); Clone.transform.localPosition = new Vector3(0, 0, -0.03f); Destroy(Clone.GetComponent <Collider> ()); Clone.name = "Cover"; CardQueue [x, y].Cover = Clone; CardQueue [x, y].Empty = true; } } int MaxX = 4; for (int x = 0; x < MaxX; x++) { for (int y = 0; y < 5; y++) { Clone = GameData.CreateCard(x + y * MaxX); Clone.transform.parent = transform; Clone.transform.localPosition = new Vector3( 1.5f + (CardScale * GameData.CardSizeX + 0.1f) * x, 3.4f - (CardScale * GameData.CardSizeY + 0.1f) * y, -0.01f); Clone.transform.localScale = new Vector3(CardScale * GameData.CardSizeX, CardScale * GameData.CardSizeY, 1); Clone.AddComponent <ControlScript> (); Clone.GetComponent <ControlScript> ().CardNumber = x + y * MaxX; Clone.name = "CardCollection"; CardInCollection [x + y * MaxX].Card = Clone; Clone = GameObject.CreatePrimitive(PrimitiveType.Quad); Clone.GetComponent <Renderer> ().material.shader = Shader.Find("Sprites/Default"); Clone.GetComponent <Renderer> ().material.color = new Color(0.4f, 0.4f, 0.4f, 0); Clone.transform.parent = CardInCollection [x + y * MaxX].Card.transform; Clone.transform.localScale = new Vector3(1, 1, 1); Clone.transform.localPosition = new Vector3(0, 0, -0.03f); Destroy(Clone.GetComponent <Collider> ()); Clone.name = "Cover"; CardInCollection [x + y * MaxX].Cover = Clone; } } }