public void Destory() { if (MapCard != null) { MapCard.Destory(); } }
// this function is used to compare that if one of the teamMember has the function same with the win condition void compare(resourceCard teamMember, MapCard map) { if (teamMember.function1 == map.winCondition1) { if (winCondition1Signal == 0) // this kind of signal is to avoid the re-calculate of the match number, when there is more than one function of the same kind { matchNum++; winCondition1Signal = 1; } } if (teamMember.function1 == map.winCondition2) { if (winCondition2Signal == 0) { matchNum++; winCondition2Signal = 1; } } if (teamMember.function1 == map.winCondition3) { if (winCondition3Signal == 0) { matchNum++; winCondition3Signal = 1; } } // function 2 of the team member if (teamMember.function2 == map.winCondition1) { if (winCondition1Signal == 0) { matchNum++; winCondition1Signal = 1; } } if (teamMember.function2 == map.winCondition2) { if (winCondition2Signal == 0) { matchNum++; winCondition2Signal = 1; } } if (teamMember.function2 == map.winCondition3) { if (winCondition3Signal == 0) { matchNum++; winCondition3Signal = 1; } } }
/// <summary> /// 发牌 /// </summary> /// <param name="end"></param> private void Deal(Vector3 end) { GameObject go = Instantiate <GameObject>(mCard, new Vector3(20, 20, 0), Quaternion.identity); int index = UnityEngine.Random.Range(0, GameDate.pileList.Count); MapC mapC = GameDate.pileList[index]; GameDate.pileList.RemoveAt(index); MapCard mapCard = go.GetComponent <MapCard>(); mapCard.Name = mapC.name; mapCard.Sprite = Resources.Load <Sprite>("img/" + mapC.imagePath); mapCard.Nature = mapC.nature; Tweener tweener = go.transform.DOMove(end, 2f); tweener.OnComplete(() => { GameDate.isPlay = false; }); }
// Update is called once per frame void Update() { if (situationData.stopSignal == 1) { if (whichMap == GameSetup.mapcardNum) //Add a catch, if at the end of the array, the game is over early, you lose { print("You Lose"); } else //Pull from that room card array from GameSetup.cs to find the next card { print("You are going to draw a room"); nowMap = GameSetup.MapArray[whichMap]; print(nowMap.hiddenScription); whichMap++; } } }
public void SelectMap(MapCard mapCard) { _selectedMapIndex = mapCards.IndexOf(mapCard); DeselectOtherMaps(); }