// Start is called before the first frame update void Start() { readingUI = readingCanvas.GetComponent <CardReadingUI>(); generativeUI = generativeCanvas.GetComponent <GenerativeUI>(); videoCardUI = videoCanvas.GetComponent <VideoCardUI>(); cardSelectionUI = cardSelectionCanvas.GetComponent <CardSelectionUI>(); savedReadingsUI = savedReadingsCanvas.GetComponent <SavedReadingsUI>(); cardsSelectedToDeal = new List <int>(); selectedCardData = new List <TarotCardData>(); cardsInDeck = new DeckCard[numberOfCardsInDeck]; enableButton = false; majorArcanaTotal = 0; cupsTotal = 0; wandsTotal = 0; pentaclesTotal = 0; swordsTotal = 0; buttonHover = false; canvases = new List <Canvas> { mainMenuCanvas, demoInstructionsCanvas, generativeCanvas, readingCanvas, savedReadingsCanvas, cardSelectionCanvas, defineSpreadCanvas, spreadCanvas, pauseCanvas, settingsCanvas, howToPlayCanvas, videoCanvas // add any new canvases here! }; SetGameState(GameState.MainMenu); }
public void Init(SavedReading reading, SavedReadingsUI ui, bool favoriteAvailable) { savedReadingsUI = ui; sourceReading = reading; dateText.text = new System.DateTime(reading.dateTime).ToString(); card1Name.text = GameRunner.GetCardData(reading.cards[0]).cardName; card2Name.text = GameRunner.GetCardData(reading.cards[1]).cardName; card3Name.text = GameRunner.GetCardData(reading.cards[2]).cardName; card1Meaning.text = reading.cardMeanings[0]; card2Meaning.text = reading.cardMeanings[1]; card3Meaning.text = reading.cardMeanings[2]; favoriteText.text = reading.isFavorite ? "Unfavorite" : "Favorite"; if (!favoriteAvailable && !reading.isFavorite) { favoriteButton.interactable = false; } }