/// <summary> /// Raises the pointer click event. /// </summary> /// <param name="eventData">Event data.</param> public void OnPointerClick(PointerEventData eventData) { //Debug.Log("Card OnPointerClick"); // TODO: if the state of this card is not ready. break the functions. if (!IsReady()) { return; } // TODO: Turn off hint. HintDisplay.Instance.DisableHint(); // TODO: Check if the card is using. if (stateTouched != Enums.StateTouch.None) { // TODO: Break the function. return; } SoundSystems.Instance.PlaySound(Enums.SoundIndex.Press); // TODO: update the number of move. UIBehaviours.Instance.UpdateMove(1, true); // TODO: Set the state of touch. stateTouched = Enums.StateTouch.Touch; // TODO: Set Up the information before following. BeginFollow(); GamePlay.Instance.checkAutoWin(); // TODO: Check the Playing zone. if (DoCheckPlayingZone(false)) { // TODO: Reset the state of touching. stateTouched = Enums.StateTouch.None; // TODO: Break the functions. return; } // TODO: Reset the state of touching. stateTouched = Enums.StateTouch.None; //Debug.Log("--TargetPosition: " + TargetPosition); //Debug.Log("--pos: " + transform.position); // TODO: Back to the current position. Moving(TargetPosition, parentTransform, () => { // TODO: Distribute the follow cards. DistributeTheFollowCards(); // TODO: Failed Collect; AnimationFailedCollect(); }); }
/// <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); }