Esempio n. 1
0
    /// <summary>
    ///
    /// Initialises the editing of a deck
    ///
    /// </summary>
    public void EditDeck(int deckId, Classes.ClassList selectedDeckClass, DeckListObject _activeDeckObject)
    {
        //Sets the properties of the deck currently being edited
        DeckEditId       = deckId;
        activeDeckObject = _activeDeckObject;

        activeDeckObject.deckDetailsArea.SetActive(true);

        //Locks the deck scrolling
        deckScrollArea.vertical = false;

        //Hides all deck objects in the deck list except the one being edited
        for (int deckIndex = 0; deckIndex < deckListObjects.Count; deckIndex++)
        {
            if (deckListObjects[deckIndex].GetComponent <DeckListObject>().deckData.Id != deckId)
            {
                deckListObjects[deckIndex].SetActive(false);
            }
        }

        //Filters the card library to only show cards which are available to the selected decks class
        libraryUI.ApplyClassPlayableFilter(selectedDeckClass);

        lootButton.interactable    = true;
        upgradeButton.interactable = true;
    }
Esempio n. 2
0
    /// <summary>
    ///
    /// Refreshes the deck list. This will reset the UI on a deck being edited as well
    ///
    /// </summary>
    public void RefreshDeckList(int?editDeckId = null, bool resourceFilter = true)
    {
        newDeckPage.SetActive(false);
        lootGenerator.SetActive(false);
        upgradeManager.SetActive(false);

        //Unlocks the deck scrolling
        deckScrollArea.vertical = true;

        DeckEditId = null;
        lootButton.interactable = false;
        lootGenerator.SetActive(false);
        upgradeButton.interactable = false;
        upgradeManager.SetActive(false);

        //Resets the filter to not filter cards to be playable by a class. The if statement should only not be entered during the original initialisation of the UI
        //i.e. In start on this script. This is because the filter object in the library UI doesn't exist yet as it is also created in start.
        if (resourceFilter)
        {
            libraryUI.ApplyClassPlayableFilter();
        }

        //Clears the deck list of objects
        GameManager.DestroyAllChildren(deckListParent);
        deckListObjects.Clear();

        DeckListObject editDeckObject = null;
        DeckData       editDeck       = null;

        //Initialise and create the objects in the deck list
        var deckList = GameManager.instance.deckManager.GetPlayerDecks();

        foreach (var deck in deckList)
        {
            var deckListObject = Instantiate(deckListObjectPrefab, deckListParent.transform);
            deckListObject.name = $"Deck: {deck.Name}";
            var deckListScript = deckListObject.GetComponent <DeckListObject>();
            deckListScript.InitDeckListObject(deck, _deckListUI: this);
            deckListObjects.Add(deckListObject);

            if (editDeckId.HasValue && deck.Id == editDeckId)
            {
                editDeckObject = deckListScript;
                editDeck       = deck;
            }
        }

        if (editDeckId.HasValue)
        {
            EditDeck(editDeckId.Value, editDeck.DeckClass, editDeckObject);
        }
    }