Esempio n. 1
0
 // 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);
 }
Esempio n. 2
0
 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;
     }
 }