/// <summary> /// Generate Suit Code /// </summary> /// <param name="suit"></param> /// <returns></returns> private static string GetSuitCode(Enums.Suit suit) { var result = string.Empty; switch (suit) { case Enums.Suit.Clubs: result = "C"; break; case Enums.Suit.Diamonds: result = "D"; break; case Enums.Suit.Hearts: result = "H"; break; case Enums.Suit.Spades: result = "S"; break; } return(result); }
public void Change(Enums.Suit cardSuit, Enums.Number cardNumber) { suit = cardSuit; number = cardNumber; Refresh(); }
public void ChangeToRandom(bool ignoreJoker) { Enums.Suit changeSuit = (Enums.Suit)UnityEngine.Random.Range(0, ((int)Enums.Suit.Count) - 1); Enums.Number changeNumber; if (ignoreJoker) { changeNumber = (Enums.Number)UnityEngine.Random.Range(1, ((int)Enums.Suit.Count) - 2); } else { changeNumber = (Enums.Number)UnityEngine.Random.Range(0, ((int)Enums.Suit.Count) - 1); } Change(changeSuit, changeNumber); }
/// <summary> /// Instantiate Card / Card Constructor /// </summary> /// <param name="rank">Card Rank Type (Enums)</param> /// <param name="suit">Card Suit Type (Enums)</param> public Card(Enums.Rank rank, Enums.Suit suit) { this._rank = rank; this._suit = suit; this._code = CardHelper.GetCardCode(this); }
/// <summary> /// Constructor to initialize a new card /// </summary> /// <param name="suit">card suit</param> /// <param name="faceValue">card ID</param> public Card(Enums.Suit suit, Enums.FaceValue faceValue) { _suit = suit; _faceValue = faceValue; }
public Card(Enums.Suit suit, Enums.Value value) { Suit = suit; Value = value; }