Esempio n. 1
0
//	deck destruction is working with this function and above if statement...
//	void DestroyDeck(){
//		Destroy(this.gameObject);
//	}



    //VISUAL
    GameObject CreateACardAtPositionX(StoryAsset c, Vector3 position, Vector3 eulerAngles)
    {
        // Instantiate a card depending on its type
        GameObject NewCard;
        //GameObject OldCard;

        Vector3 temp;

        //List<Vector3> newtemp = new List<Vector3> ();
        //int ind = new Random(0,newtemp.Count);
        //Vector3 newtemp;

        if (c.Description.ToString().Equals("EVENT"))
        {
            NewCard = GameObject.Instantiate(eventCardPrefab, position, Quaternion.Euler(eulerAngles)) as GameObject;
        }
        else if (c.Description.ToString().Equals("QUEST"))
        {
            NewCard = GameObject.Instantiate(questCardPrefab, position, Quaternion.Euler(eulerAngles)) as GameObject;
        }
        else
        {
            NewCard = GameObject.Instantiate(tournamentCardPrefab, position, Quaternion.Euler(eulerAngles)) as GameObject;
        }

        temp = new Vector3(newDeck.transform.position.x + 0f * index, newDeck.transform.position.y, newDeck.transform.position.z);

        NewCard.transform.position = temp;

        //newtemp.Add(new Vector3(newDeck.transform.position.x + 0.5f * index, newDeck.transform.position.y, newDeck.transform.position.z));
        //NewCard.transform.position = newtemp;

        print(temp);



        //this fucntion destroys newCards, as soon as they are created.
        if (newDeck.storyDeck.Count > 0)
        {
            DestroyObject(NewCard, 1);
        }

        StoryCardManager manager = NewCard.GetComponent <StoryCardManager>();

        manager.storyAsset = c;
        manager.ReadCardFromAsset();
        index++;
        return(NewCard);
    }