/// <summary> /// Raises the enable event. /// </summary> void OnEnable() { // TODO: Reset the state of touches. stateTouched = Enums.StateTouch.None; // TODO: Reset the state of card. stateCard = Enums.StateCard.None; // TODO: Rize the images of cards. ResizeImage(); }
public void ResetCards() { // TODO: Reset the state of touches. stateTouched = Enums.StateTouch.None; // TODO: Reset the state of card. stateCard = Enums.StateCard.None; // TODO: Rize the images of cards. ResizeImage(); switch (GameManager.Instance.GameType) { case Enums.GameScenes.Spider: if (_SCardBehaviour == null) { // TODO: Create the new class. _SCardBehaviour = new SPIDER._CardBehaviour(this); } break; case Enums.GameScenes.Tripeaks: if (_TCardBehaviour == null) { // TODO: Create the new class. _TCardBehaviour = new TRIPEAKS._CardBehaviour(this); } break; case Enums.GameScenes.Klondike: if (_KCardBehaviour == null) { // TODO: Create the new class. _KCardBehaviour = new KLONDIKE._CardBehaviour(this); } break; } // TODO: Reset the color. UIRenderer.color = new Color(UIRenderer.color.r, UIRenderer.color.g, UIRenderer.color.b, 1f); }
public void UpdateReadyToUse(Enums.StateCard stateCards) { // TODO: Check the status of card. if (!IsUnlocked()) { // TODO: Lock the card is locking. stateCard = Enums.StateCard.Locking; // TODO: Break the function. return; } // TODO: Update the state of card. stateCard = stateCards; switch (stateCard) { case Enums.StateCard.Locking: // TODO: Change the color of cards. ChangeColorWithInteractable(false); break; case Enums.StateCard.None: // TODO: Change the color of cards. ChangeColorWithInteractable(); break; case Enums.StateCard.Complete: // TODO: Change the color of cards. ChangeColorWithInteractable(); break; } }