Esempio n. 1
0
        private void Start()
        {
            _cardSpacing = new Vector2(HorizontalSpacing, VerticalSpacing);

            _gameView = GetComponentInParent <GameViewSystem>();
            _game     = _gameView.Container;

            Cards = new List <CardView>();

            for (var i = 0; i < Owner[Zone].Count; i++)
            {
                var card = Owner[Zone][i];

                foreach (var a in card.Attributes)
                {
                    a.Owner = card;
                }

                var targetRotation = GetRotation();
                var cardView       = Instantiate(_gameView.CardPrefab, GetPosition(i), Quaternion.Euler(targetRotation), transform);

                cardView.Card = card;

                cardView.transform.name = card.Data.CardName;
                Cards.Add(cardView);
            }
        }
 private void Awake()
 {
     _gameView             = GetComponentInParent <GameViewSystem>();
     _canvas               = GetComponent <Canvas>();
     _canvasScaler         = _canvas.GetComponent <CanvasScaler>();
     _descriptionContainer = DescriptionText.rectTransform.parent.GetComponent <RectTransform>();
     _actionContainer      = ActionText.rectTransform.parent.GetComponent <RectTransform>();
     Hide();
 }
Esempio n. 3
0
        private void Awake()
        {
            _gameView      = GetComponentInParent <GameViewSystem>();
            _gameContainer = _gameView.Container;
            _match         = _gameContainer.Match;

            Global.Events.Subscribe(Notification.Prepare <ChangeTurnAction>(), OnPrepareChangeTurn);
            Global.Events.Subscribe(Notification.Perform <ChangeTurnAction>(), OnPerformChangeTurn);
            Global.Events.Subscribe(VictorySystem.GAME_OVER_NOTIFICATION, ShowGameOver);
        }
Esempio n. 4
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        private void Awake()
        {
            Global.Events.Subscribe(Notification.Prepare <PlayToBoardAction>(), OnPreparePlayToBoard);
            Global.Events.Subscribe(Notification.Prepare <DamagePlayerAction>(), OnPrepareDamagePlayer);
            Global.Events.Subscribe(Notification.Prepare <DiscardAction>(), OnPrepareDiscard);
            Global.Events.Subscribe(Notification.Prepare <DamageCreatureAction>(), OnPrepareDamageCreature);
            Global.Events.Subscribe(Notification.Prepare <ShuffleDeckAction>(), OnPrepareShuffleDeck);

            _gameView = GetComponent <GameViewSystem>();

            if (_gameView == null)
            {
                Debug.LogError("BoardView could not find GameView");
            }
        }
Esempio n. 5
0
        private void Awake()
        {
            Global.Events.Subscribe(Notification.Prepare <DrawCardsAction>(), OnPrepareDrawCards);
            Global.Events.Subscribe(Notification.Prepare <ReturnToHandAction>(), OnPrepareReturnToHand);
            Global.Events.Subscribe(Notification.Prepare <PlayCardAction>(), OnPreparePlayCard);

            _gameView = GetComponent <GameViewSystem>();

            _boardView = GetComponent <BoardView>();

            if (_gameView == null)
            {
                Debug.LogError("BoardView could not find GameView");
            }
        }
 private void Awake()
 {
     _gameView = GetComponentInParent <GameViewSystem>();
     _cursor   = FindObjectOfType <CursorController>();
     _button   = GetComponent <Button>();
 }
 void Awake()
 {
     Instance = this;
 }
 private void Awake()
 {
     UnityEngine.Cursor.visible = false;
     _gameView = GetComponentInParent <GameViewSystem>();
 }