public void RemoveCards()
 {
     foreach (GameObject cardSlot in cardHand.cardLocations)
     {
         for (int slot = 0; slot < numOfSlots; slot++)
         {
             EmotionCard card = cardHand.GetCardInSlot(slot);
             if (card)
             {
                 cardList.Remove(card.gameObject);
                 card.StartCoroutine(card.MoveToAndRemove(cardSpawn));
             }
         }
     }
 }
    public EmotionCard CreateCard(EmotionData.EmotionStruct emoData)
    {
        EmotionCard card = Instantiate(
            cardPrefab,
            cardSpawn.position,
            Quaternion.identity,
            cardSpawn.parent).GetComponent <EmotionCard> ();

        card.monsterSprite = emoData.sprite;
        card.emotion       = emoData.emotion;
        card.clipOfName    = emoData.clipOfEmotion;
        card.colorOfCard   = emoData.emotionColor;

        cardList.Add(card.gameObject);
        if (cardList.Count > 0)
        {
            cardHand.PutCardInSlot(card, cardList.Count - 1);
        }
        return(card);
    }
Esempio n. 3
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    public EmotionCard GetCardInSlot(int slotNum)
    {
        EmotionCard card = GetComponentInChildren <EmotionCard> ();

        return(card);
    }
Esempio n. 4
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 public void PutCardInSlot(EmotionCard card, int slotNum)
 {
     card.StartCoroutine(card.MoveToAndFlip(cardLocations[slotNum].transform));
 }