//should create one single card from a list of cards, given player object public void generateCard(GameObject player) { string path; int card = 0; //string path, int cardLocation //a list that will hold all the cards List <Card> cards = new List <Card>(); //player.GetComponent<player>().DeckPath = Application.dataPath + player.GetComponent<player>().DeckPath; //loads the cards into the list from an XML file DeckReader reader = new DeckReader(); path = Application.dataPath + player.GetComponent <player>().DeckPath; if (path.Equals(Application.dataPath + "")) { //EditorUtility.DisplayDialog("No Deck Selected", "You need to load a deck!", "Alright. God."); } else { cards = reader.load(path); InstantiateCard(player, cards[card]); card++; if (card == cards.Count) { card = 0; } } //generates the card using the prefabCard prefab Debug.Log("Method Called"); }
/* * The following methods are for testing purposes only, and are cut down versions of what will be in game logic */ /* * Here is old logic I may want to see later: * // Runs once at the start of Player 1's turn * //if (player1.GetComponent<player>().IsTurn == true && player1.GetComponent<player>().hasStartedGoing == false) * //{ * // turn(player1); * // player1Mana.text = player1.GetComponent<player>().CurrentMana.ToString(); * // player1.GetComponent<player>().hasStartedGoing = true; * * //} * * // Runs once at the start of Player 2's turn * //if (player2.GetComponent<player>().IsTurn == true && player2.GetComponent<player>().hasStartedGoing == false) * //{ * // turn(player1); * // player2Mana.text = player2.GetComponent<player>().CurrentMana.ToString(); * // player2.GetComponent<player>().hasStartedGoing = true; * * //} * * // The check for the end turn buttons loop * //if (player1.GetComponent<player>().IsTurn == true) * //{ * // player1EndTurnButton.interactable = true; * // player2EndTurnButton.interactable = true; * //} * * //if (player2.GetComponent<player>().IsTurn == true) * //{ * // player2EndTurnButton.interactable = true; * // player1EndTurnButton.interactable = true; * //} * * /*List<Card> deck = new List<Card>(); * * DeckPath = Application.dataPath + "/scripts/xml/cards.xml"; * * DeckReader reader = new DeckReader(); * * List<Card> archiveDeck = reader.load(DeckPath); * * Debug.Log(archiveDeck.Count); * * for (int i = 0; i < archiveDeck.Count; i++) * { * deck.Add(archiveDeck[i]); * * if (i == 26) * { * Debug.Log("End of the line"); * Debug.Log(deck[10].cardName); * } * } * * ///// UPDATE USING THE DECK THAT IS IN THE PLAYER OBJECT - MAKE SURE THE PLAYER DECK IS LOADED IN START! * * * String DeckPath = Application.dataPath + "/scripts/xml/cards.xml"; * * DeckReader reader = new DeckReader(); * * List<Card> deck = new List<Card>(); * List<Card> archiveDeck = reader.load(DeckPath); * * for (int i = 0; i<archiveDeck.Count; i++) * { * deck.Add(archiveDeck[i]); * } */ //should create cards for each one in a deck and then instanstiate them in the game public void generateDeck(GameObject player) { string path; path = Application.dataPath + player.GetComponent <player>().DeckPath; List <Card> cards = new List <Card>(); DeckReader reader = new DeckReader(); if (path.Equals(Application.dataPath + "")) { //EditorUtility.DisplayDialog("No Deck Selected", "You need to load a deck!", "Alright. God."); Application.Quit(); } else { cards = reader.load(path); //information about the size of the array of cards, and what card the while loop is on int totalCards = cards.Count; int currentCard = 0; //goes through the cards one by one and adds them to the playing field while (currentCard < totalCards) { InstantiateCard(player, cards[currentCard]); currentCard++; } } }
public void loadDeck() { Deck = new Deck(); DeckReader reader = new DeckReader(); List<Card> stock = reader.load(DeckPath); foreach (Card c in stock) { Deck.archiveDeck.Add(c); } Deck.resetActive(); Deck.shuffle(); }
public void loadDeck() { Deck = new Deck(); DeckReader reader = new DeckReader(); List <Card> stock = reader.load(DeckPath); foreach (Card c in stock) { Deck.archiveDeck.Add(c); } Deck.resetActive(); Deck.shuffle(); }
public void LoadDatabaseFromFile(String path) { Debug.Log("TRIGGER:LoadDatabaseFromFile"); Path = path; DeckReader reader = new DeckReader(); if (File.Exists(Path)) { CardList = reader.load(Path); Debug.Log("TRIGGER:CardListLoad"); } else { Debug.LogError("Error: File not Found"); } Debug.Log(CardList[0].CardName + " is held by CardList @ pos0"); CompileBook(); }
// Use this for initialization void Start() { path = Application.dataPath + "/scripts/xml/cards.xml"; DeckReader reader = new DeckReader(); if (File.Exists(path)) { List <Card> database = reader.load(path); foreach (Card card in database) { print(card.CardName + "_cost:" + card.Cost + " atk:" + card.Attack + " hp:" + card.Health); } Deck deck = new Deck(); deck.activeDeck = new List <Card>(); deck.archiveDeck = new List <Card>(); foreach (Card c in database) { deck.archiveDeck.Add(c); } deck.resetActive(); deck.shuffle(); Debug.Log(deck.peek().CardName + "bypass archiving and reset active"); deck.shuffle(); Debug.Log("Post Filter"); foreach (Card card in deck.activeDeck) { print(card.CardName + "_cost:" + card.Cost + " atk:" + card.Attack + " hp:" + card.Health); } Debug.Log("Printed list operated upon."); } else { Debug.Log("Error: File not Found"); } }
// Use this for initialization void Start() { path = Application.dataPath + "/scripts/xml/cards.xml"; DeckReader reader = new DeckReader(); if (File.Exists(path)) { List<Card> database = reader.load(path); foreach (Card card in database) { print(card.CardName + "_cost:" + card.Cost + " atk:" + card.Attack + " hp:" + card.Health); } Deck deck = new Deck(); deck.activeDeck = new List<Card>(); deck.archiveDeck = new List<Card>(); foreach (Card c in database) { deck.archiveDeck.Add(c); } deck.resetActive(); deck.shuffle(); Debug.Log(deck.peek().CardName + "bypass archiving and reset active"); deck.shuffle(); Debug.Log("Post Filter"); foreach (Card card in deck.activeDeck) { print(card.CardName + "_cost:" + card.Cost + " atk:" + card.Attack + " hp:" + card.Health); } Debug.Log("Printed list operated upon."); } else { Debug.Log("Error: File not Found"); } }
/* The following methods are for testing purposes only, and are cut down versions of what will be in game logic */ /* Here is old logic I may want to see later: // Runs once at the start of Player 1's turn //if (player1.GetComponent<player>().IsTurn == true && player1.GetComponent<player>().hasStartedGoing == false) //{ // turn(player1); // player1Mana.text = player1.GetComponent<player>().CurrentMana.ToString(); // player1.GetComponent<player>().hasStartedGoing = true; //} // Runs once at the start of Player 2's turn //if (player2.GetComponent<player>().IsTurn == true && player2.GetComponent<player>().hasStartedGoing == false) //{ // turn(player1); // player2Mana.text = player2.GetComponent<player>().CurrentMana.ToString(); // player2.GetComponent<player>().hasStartedGoing = true; //} // The check for the end turn buttons loop //if (player1.GetComponent<player>().IsTurn == true) //{ // player1EndTurnButton.interactable = true; // player2EndTurnButton.interactable = true; //} //if (player2.GetComponent<player>().IsTurn == true) //{ // player2EndTurnButton.interactable = true; // player1EndTurnButton.interactable = true; //} /*List<Card> deck = new List<Card>(); DeckPath = Application.dataPath + "/scripts/xml/cards.xml"; DeckReader reader = new DeckReader(); List<Card> archiveDeck = reader.load(DeckPath); Debug.Log(archiveDeck.Count); for (int i = 0; i < archiveDeck.Count; i++) { deck.Add(archiveDeck[i]); if (i == 26) { Debug.Log("End of the line"); Debug.Log(deck[10].cardName); } } ///// UPDATE USING THE DECK THAT IS IN THE PLAYER OBJECT - MAKE SURE THE PLAYER DECK IS LOADED IN START! String DeckPath = Application.dataPath + "/scripts/xml/cards.xml"; DeckReader reader = new DeckReader(); List<Card> deck = new List<Card>(); List<Card> archiveDeck = reader.load(DeckPath); for (int i = 0; i<archiveDeck.Count; i++) { deck.Add(archiveDeck[i]); } */ //should create cards for each one in a deck and then instanstiate them in the game public void generateDeck(GameObject player) { string path; path = Application.dataPath + player.GetComponent<player>().DeckPath; List<Card> cards = new List<Card>(); DeckReader reader = new DeckReader(); if (path.Equals(Application.dataPath + "")) { //EditorUtility.DisplayDialog("No Deck Selected", "You need to load a deck!", "Alright. God."); Application.Quit(); } else { cards = reader.load(path); //information about the size of the array of cards, and what card the while loop is on int totalCards = cards.Count; int currentCard = 0; //goes through the cards one by one and adds them to the playing field while (currentCard < totalCards) { InstantiateCard(player, cards[currentCard]); currentCard++; } } }
//should create one single card from a list of cards, given player object public void generateCard(GameObject player) { string path; int card = 0; //string path, int cardLocation //a list that will hold all the cards List<Card> cards = new List<Card>(); //player.GetComponent<player>().DeckPath = Application.dataPath + player.GetComponent<player>().DeckPath; //loads the cards into the list from an XML file DeckReader reader = new DeckReader(); path = Application.dataPath + player.GetComponent<player>().DeckPath; if (path.Equals(Application.dataPath + "")) { //EditorUtility.DisplayDialog("No Deck Selected", "You need to load a deck!", "Alright. God."); } else { cards = reader.load(path); InstantiateCard(player, cards[card]); card++; if (card == cards.Count) { card = 0; } } //generates the card using the prefabCard prefab Debug.Log("Method Called"); }
/// <remarks> /// This class should create some dummy decks for the user to select and load them into the player data object, /// and manage all of the button functions for the menu. /// </remarks> void Start() { Player1Data.GetComponent <player>().Name = "Player 1"; Player2Data.GetComponent <player>().Name = "Player 2"; exitMenu.enabled = false; helperPrompt.enabled = false; DontDestroyOnLoad(Player1Data); DontDestroyOnLoad(Player2Data); /* * List<TextAsset> decks = new List<TextAsset>(); * * TextAsset[] stuff = (TextAsset[])Resources.LoadAll("Decks"); * * foreach (TextAsset xmlDeck in stuff) * { * * DeckReader reader = new DeckReader(); * * List<Card> database = reader.load(xmlDeck); * * Deck deck = new Deck(reader.GetDeckName(xml)); * * foreach (Card c in database) * { * deck.archiveDeck.Add(c); * } * * deckPool.Add(deck); * } */ //paths.Add("/scripts/xml/cards.xml"); //paths.Add("/scripts/xml/2cards.xml"); //paths.Add("/scripts/xml/3cards.xml"); //paths.Add("/scripts/xml/neutralsAndSpells.xml"); // The newest spells that you can buy! paths.Add("/scripts/xml/spellsWithModifiers.xml"); paths.Add("/scripts/xml/spellsWithModifiers.xml"); paths.Add("/scripts/xml/spellsWithModifiers.xml"); paths.Add("/scripts/xml/spellsWithModifiers.xml"); paths.Add("/scripts/xml/spellsWithModifiers.xml"); foreach (string p in paths) { //TEMP: method to create deck pool from all usable decks, for now, creates same deck off archive string path = Application.dataPath + p; DeckReader reader = new DeckReader(); List <Card> database = reader.load(path); Deck deck = new Deck(path, reader.GetDeckName(path)); foreach (Card c in database) { deck.archiveDeck.Add(c); } deckPool.Add(deck); i++; } foreach (Deck d in deckPool) { Dropdown.OptionData data = new Dropdown.OptionData(d.deckName); p1Selector.options.Add(data); p2Selector.options.Add(data); //Debug.Log("Option added of deckName " + d.deckName); } Player1Data.GetComponent <player>().DeckPath = deckPool[0].path; Player2Data.GetComponent <player>().DeckPath = deckPool[0].path; }
private void populate(int direction) { //populate page with 10 cards from those viable for current player's build //load database array from path using Reader if (!loadedDatabase) { Path = Application.dataPath + "/scripts/xml/database.xml"; DeckReader reader = new DeckReader(); if (File.Exists(Path)) { List <Card> cardList = reader.load(Path); Debug.Log("Card List: " + cardList[0].CardName); Database = new Deck(); Database.activeDeck = new List <Card>(); Database.archiveDeck = new List <Card>(); foreach (Card c in cardList) { Database.archiveDeck.Add(c); } Debug.Log("archiveDeck: " + Database.archiveDeck[0].CardName); foreach (Card c in Database.archiveDeck) { Database.activeDeck.Add(c); } Database.resetActive(); Debug.Log("activeDeck: " + Database.activeDeck[0].CardName); loadedDatabase = true; //TODO: Sort Database Deck by cost and lettering } else { Debug.Log("Error: File not Found"); } } //instantiate the objects/visual representation Card current; int DatabaseSize = Database.activeDeck.Count; switch (direction) { case -1: for (int i = DatabaseSize - 1; i >= DatabaseSize - 10; i--) { Debug.LogError(i); current = Database.activeDeck[i]; Database.activeDeck.RemoveAt(i); Debug.Log("Current:" + current.CardName); DisplayedCards.Add(current); } break; case 0: for (int i = 0; i < 10; i++) { current = Database.activeDeck[i]; Database.activeDeck.RemoveAt(i); Debug.Log("Current:" + current.CardName); DisplayedCards.Add(current); } break; case 1: for (int i = 0; i < 10; i++) { current = Database.activeDeck[i]; Database.activeDeck.RemoveAt(i); Debug.Log("Current:" + current.CardName); DisplayedCards.Add(current); } break; } Debug.LogError("Free From Loop"); for (int i = 1; i <= 10; i++) { GameObject card; if (Database.hasNext()) { current = DisplayedCards[i - 1]; // Create the card with creature prefab card = (GameObject)Instantiate(displayedCardPrefab, slot1.transform.position, slot1.transform.rotation); card.transform.FindChild("Splash").gameObject.GetComponent <Image>().sprite = spriteSheet[UnityEngine.Random.Range(0, 8)]; //TODO: nonrandom sprites if (current.Type.Equals("Creature")) { card.transform.FindChild("Frame_creature").gameObject.SetActive(true); card.transform.FindChild("Frame_spell").gameObject.SetActive(false); } // Or create it using the spell prefab else { card.transform.FindChild("Frame_creature").gameObject.SetActive(false); card.transform.FindChild("Frame_spell").gameObject.SetActive(true); } //quick reference card's script component Card cardsScript = card.GetComponent <Card>(); switch (i) { //TODO: Finish conversions case 1: card.transform.SetParent(slot1.transform.parent); card.transform.position = new Vector3(slot1.transform.position.x, slot1.transform.position.y + 6, slot1.transform.position.z); break; case 2: card.transform.SetParent(slot2.transform.parent); card.transform.position = new Vector3(slot2.transform.position.x, slot2.transform.position.y + 6, slot2.transform.position.z); break; case 3: card.transform.SetParent(slot3.transform.parent); card.transform.position = new Vector3(slot3.transform.position.x, slot3.transform.position.y + 6, slot3.transform.position.z); break; case 4: card.transform.SetParent(slot4.transform.parent); card.transform.position = new Vector3(slot4.transform.position.x, slot4.transform.position.y + 6, slot4.transform.position.z); break; case 5: card.transform.SetParent(slot5.transform.parent); card.transform.position = new Vector3(slot5.transform.position.x, slot5.transform.position.y + 6, slot5.transform.position.z); break; case 6: card.transform.SetParent(slot6.transform.parent); card.transform.position = new Vector3(slot6.transform.position.x, slot6.transform.position.y + 6, slot6.transform.position.z); break; case 7: card.transform.SetParent(slot7.transform.parent); card.transform.position = new Vector3(slot7.transform.position.x, slot7.transform.position.y + 6, slot7.transform.position.z); break; case 8: card.transform.SetParent(slot8.transform.parent); card.transform.position = new Vector3(slot8.transform.position.x, slot8.transform.position.y + 6, slot8.transform.position.z); break; case 9: card.transform.SetParent(slot9.transform.parent); card.transform.position = new Vector3(slot9.transform.position.x, slot9.transform.position.y + 6, slot9.transform.position.z); break; case 10: card.transform.SetParent(slot10.transform.parent); card.transform.position = new Vector3(slot10.transform.position.x, slot10.transform.position.y + 6, slot10.transform.position.z); break; } // Initialize the card's current values current.SetCurrents(); // Set the card's name card.GetComponentInChildren <Text>().text = current.CardName; //TODO: set all values of script to those of current, or just set equal to that of current cardsScript.CardName = current.CardName; card.name = current.CardName; // Set all of the remaining information for the card Debug.Log("ID" + current.ID); cardsScript.ID = current.ID; cardsScript.Image = current.Image; cardsScript.Description = current.Description; cardsScript.Alliance = current.Alliance; cardsScript.Cost = current.Cost; cardsScript.Attack = current.Attack; cardsScript.Health = current.Health; cardsScript.Defense = current.Defense; cardsScript.Range = current.Range; cardsScript.OwnerTag = "Player 1"; cardsScript.EffectName = current.EffectName; Debug.Log("ScriptID" + current.ID); card.transform.Find("Title").gameObject.GetComponent <Text>().text = cardsScript.CardName; card.transform.Find("Description").gameObject.GetComponent <Text>().text = cardsScript.Description; //display Creature specific traits if (current.Type.Equals("Creature")) { card.transform.Find("Attack").gameObject.GetComponent <Text>().text = cardsScript.Attack; card.transform.Find("Defense").gameObject.GetComponent <Text>().text = cardsScript.Defense; card.transform.Find("Health").gameObject.GetComponent <Text>().text = cardsScript.Health; //Display M for range if Melee, R if ranged if (cardsScript.Range.Equals("Melee")) { card.transform.Find("Range").gameObject.GetComponent <Text>().text = "M"; } else if (cardsScript.Range.Equals("Ranged")) { card.transform.Find("Range").gameObject.GetComponent <Text>().text = "R"; } else { card.transform.Find("Range").gameObject.GetComponent <Text>().text = ""; } } else { card.transform.Find("Attack").gameObject.SetActive(false); card.transform.Find("Defense").gameObject.SetActive(false); card.transform.Find("Health").gameObject.SetActive(false); card.transform.Find("Range").gameObject.SetActive(false); } card.transform.Find("Cost").gameObject.GetComponent <Text>().text = cardsScript.Cost; } } }
/// <remarks> /// This class should create some dummy decks for the user to select and load them into the player data object, /// and manage all of the button functions for the menu. /// </remarks> void Start() { Player1Data.GetComponent<player>().Name = "Player 1"; Player2Data.GetComponent<player>().Name = "Player 2"; exitMenu.enabled = false; helperPrompt.enabled = false; DontDestroyOnLoad(Player1Data); DontDestroyOnLoad(Player2Data); /* List<TextAsset> decks = new List<TextAsset>(); TextAsset[] stuff = (TextAsset[])Resources.LoadAll("Decks"); foreach (TextAsset xmlDeck in stuff) { DeckReader reader = new DeckReader(); List<Card> database = reader.load(xmlDeck); Deck deck = new Deck(reader.GetDeckName(xml)); foreach (Card c in database) { deck.archiveDeck.Add(c); } deckPool.Add(deck); } */ //paths.Add("/scripts/xml/cards.xml"); //paths.Add("/scripts/xml/2cards.xml"); //paths.Add("/scripts/xml/3cards.xml"); //paths.Add("/scripts/xml/neutralsAndSpells.xml"); // The newest spells that you can buy! paths.Add("/scripts/xml/spellsWithModifiers.xml"); paths.Add("/scripts/xml/spellsWithModifiers.xml"); paths.Add("/scripts/xml/spellsWithModifiers.xml"); paths.Add("/scripts/xml/spellsWithModifiers.xml"); paths.Add("/scripts/xml/spellsWithModifiers.xml"); foreach (string p in paths) { //TEMP: method to create deck pool from all usable decks, for now, creates same deck off archive string path = Application.dataPath + p; DeckReader reader = new DeckReader(); List<Card> database = reader.load(path); Deck deck = new Deck(path, reader.GetDeckName(path)); foreach (Card c in database) { deck.archiveDeck.Add(c); } deckPool.Add(deck); i++; } foreach (Deck d in deckPool) { Dropdown.OptionData data = new Dropdown.OptionData(d.deckName); p1Selector.options.Add(data); p2Selector.options.Add(data); //Debug.Log("Option added of deckName " + d.deckName); } Player1Data.GetComponent<player>().DeckPath = deckPool[0].path; Player2Data.GetComponent<player>().DeckPath = deckPool[0].path; }
private void populate(int direction) { //populate page with 10 cards from those viable for current player's build //load database array from path using Reader if (!loadedDatabase) { Path = Application.dataPath + "/scripts/xml/database.xml"; DeckReader reader = new DeckReader(); if (File.Exists(Path)) { List<Card> cardList = reader.load(Path); Debug.Log("Card List: " + cardList[0].CardName); Database = new Deck(); Database.activeDeck = new List<Card>(); Database.archiveDeck = new List<Card>(); foreach (Card c in cardList) { Database.archiveDeck.Add(c); } Debug.Log("archiveDeck: " + Database.archiveDeck[0].CardName); foreach (Card c in Database.archiveDeck) { Database.activeDeck.Add(c); } Database.resetActive(); Debug.Log("activeDeck: " + Database.activeDeck[0].CardName); loadedDatabase = true; //TODO: Sort Database Deck by cost and lettering } else { Debug.Log("Error: File not Found"); } } //instantiate the objects/visual representation Card current; int DatabaseSize = Database.activeDeck.Count; switch (direction) { case -1: for (int i = DatabaseSize-1; i >= DatabaseSize - 10; i--) { Debug.LogError(i); current = Database.activeDeck[i]; Database.activeDeck.RemoveAt(i); Debug.Log("Current:" + current.CardName); DisplayedCards.Add(current); } break; case 0: for (int i = 0; i < 10; i++) { current = Database.activeDeck[i]; Database.activeDeck.RemoveAt(i); Debug.Log("Current:" + current.CardName); DisplayedCards.Add(current); } break; case 1: for (int i = 0; i < 10; i++) { current = Database.activeDeck[i]; Database.activeDeck.RemoveAt(i); Debug.Log("Current:" + current.CardName); DisplayedCards.Add(current); } break; } Debug.LogError("Free From Loop"); for (int i = 1; i <= 10; i++) { GameObject card; if (Database.hasNext()) { current = DisplayedCards[i-1]; // Create the card with creature prefab card = (GameObject)Instantiate(displayedCardPrefab, slot1.transform.position, slot1.transform.rotation); card.transform.FindChild("Splash").gameObject.GetComponent<Image>().sprite = spriteSheet[UnityEngine.Random.Range(0, 8)]; //TODO: nonrandom sprites if (current.Type.Equals("Creature")) { card.transform.FindChild("Frame_creature").gameObject.SetActive(true); card.transform.FindChild("Frame_spell").gameObject.SetActive(false); } // Or create it using the spell prefab else { card.transform.FindChild("Frame_creature").gameObject.SetActive(false); card.transform.FindChild("Frame_spell").gameObject.SetActive(true); } //quick reference card's script component Card cardsScript = card.GetComponent<Card>(); switch (i) { //TODO: Finish conversions case 1: card.transform.SetParent(slot1.transform.parent); card.transform.position = new Vector3(slot1.transform.position.x, slot1.transform.position.y + 6, slot1.transform.position.z); break; case 2: card.transform.SetParent(slot2.transform.parent); card.transform.position = new Vector3(slot2.transform.position.x, slot2.transform.position.y + 6, slot2.transform.position.z); break; case 3: card.transform.SetParent(slot3.transform.parent); card.transform.position = new Vector3(slot3.transform.position.x, slot3.transform.position.y + 6, slot3.transform.position.z); break; case 4: card.transform.SetParent(slot4.transform.parent); card.transform.position = new Vector3(slot4.transform.position.x, slot4.transform.position.y + 6, slot4.transform.position.z); break; case 5: card.transform.SetParent(slot5.transform.parent); card.transform.position = new Vector3(slot5.transform.position.x, slot5.transform.position.y + 6, slot5.transform.position.z); break; case 6: card.transform.SetParent(slot6.transform.parent); card.transform.position = new Vector3(slot6.transform.position.x, slot6.transform.position.y + 6, slot6.transform.position.z); break; case 7: card.transform.SetParent(slot7.transform.parent); card.transform.position = new Vector3(slot7.transform.position.x, slot7.transform.position.y + 6, slot7.transform.position.z); break; case 8: card.transform.SetParent(slot8.transform.parent); card.transform.position = new Vector3(slot8.transform.position.x, slot8.transform.position.y + 6, slot8.transform.position.z); break; case 9: card.transform.SetParent(slot9.transform.parent); card.transform.position = new Vector3(slot9.transform.position.x, slot9.transform.position.y + 6, slot9.transform.position.z); break; case 10: card.transform.SetParent(slot10.transform.parent); card.transform.position = new Vector3(slot10.transform.position.x, slot10.transform.position.y + 6, slot10.transform.position.z); break; } // Initialize the card's current values current.SetCurrents(); // Set the card's name card.GetComponentInChildren<Text>().text = current.CardName; //TODO: set all values of script to those of current, or just set equal to that of current cardsScript.CardName = current.CardName; card.name = current.CardName; // Set all of the remaining information for the card Debug.Log("ID" + current.ID); cardsScript.ID = current.ID; cardsScript.Image = current.Image; cardsScript.Description = current.Description; cardsScript.Alliance = current.Alliance; cardsScript.Cost = current.Cost; cardsScript.Attack = current.Attack; cardsScript.Health = current.Health; cardsScript.Defense = current.Defense; cardsScript.Range = current.Range; cardsScript.OwnerTag = "Player 1"; cardsScript.EffectName = current.EffectName; Debug.Log("ScriptID" + current.ID); card.transform.Find("Title").gameObject.GetComponent<Text>().text = cardsScript.CardName; card.transform.Find("Description").gameObject.GetComponent<Text>().text = cardsScript.Description; //display Creature specific traits if (current.Type.Equals("Creature")) { card.transform.Find("Attack").gameObject.GetComponent<Text>().text = cardsScript.Attack; card.transform.Find("Defense").gameObject.GetComponent<Text>().text = cardsScript.Defense; card.transform.Find("Health").gameObject.GetComponent<Text>().text = cardsScript.Health; //Display M for range if Melee, R if ranged if (cardsScript.Range.Equals("Melee")) { card.transform.Find("Range").gameObject.GetComponent<Text>().text = "M"; } else if (cardsScript.Range.Equals("Ranged")) { card.transform.Find("Range").gameObject.GetComponent<Text>().text = "R"; } else { card.transform.Find("Range").gameObject.GetComponent<Text>().text = ""; } } else { card.transform.Find("Attack").gameObject.SetActive(false); card.transform.Find("Defense").gameObject.SetActive(false); card.transform.Find("Health").gameObject.SetActive(false); card.transform.Find("Range").gameObject.SetActive(false); } card.transform.Find("Cost").gameObject.GetComponent<Text>().text = cardsScript.Cost; } } }