public void CardGiver() { for (int i = 0; i < handLenght; i++) { int val = Random.Range(0, 2); GameObject cardPrefab = minionCard; Cards.CardType t = Cards.CardType.Minion; switch (val) { case 0: cardPrefab = minionCard; t = Cards.CardType.Minion; break; case 1: cardPrefab = spellCard; t = Cards.CardType.Spell; break; } Debug.Log(t); cardsList.Add(new Cards(t, Random.Range(1, 11), Random.Range(1, 16), cardPrefab)); GameObject go = Instantiate(cardPrefab, new Vector3(0, 0, 0), Quaternion.identity); go.transform.parent = canvas; cards.text += " " + t.ToString(); } }
public void SetMouseMode(int i) { switch (handCardType[i].value) { case 0: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.Quad; used = false; break; case 1: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.RectangleV; used = false; break; case 2: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.RectangleH; used = false; break; case 3: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.LNormal; used = false; break; case 4: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.LMirrored; used = false; break; case 5: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.UpSideDownL; used = false; break; case 6: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.UpSideDownLMirrored; used = false; break; case 7: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.BigSquad; used = false; break; default: tileTypeTo = Tile.TileType.FloorEnemy; CardTypeTo = Cards.CardType.RectangleV; break; } buttomInUse = i; }
public Card(CardType cardtype, uint number) { _cardType = cardtype; _number = number; }
public Card(CardNumber num, CardType type) { n = num; t = type; }