private void Draw() { AbilityCard newCard = _abilityDeck.Draw(DeckPosition.Top); Debug.Log("Drew card: " + newCard.Name); _playerHand.Add(newCard, DeckPosition.Top); _abilityCardView.Display(newCard); }
private void Update() { if (Input.GetKeyDown(KeyCode.W)) { PrintPlayerHand(); } if (_playerHand.LastIndex == 0) { //if player is holding 1 card, show that card _handCard1.gameObject.SetActive(true); _handCard2.gameObject.SetActive(false); _handCard3.gameObject.SetActive(false); _abilityCardView1.Display(_playerHand.GetCard(_playerHand.LastIndex)); } else if (_playerHand.LastIndex == 1) { //if player is holding 2 cards, show both cards _handCard1.gameObject.SetActive(true); _handCard2.gameObject.SetActive(true); _handCard3.gameObject.SetActive(false); _abilityCardView1.Display(_playerHand.GetCard(_playerHand.LastIndex)); _abilityCardView2.Display(_playerHand.GetCard(_playerHand.LastIndex - 1)); } else if (_playerHand.LastIndex == 2) { //if player is holding 3 cards, show all cards _handCard1.gameObject.SetActive(true); _handCard2.gameObject.SetActive(true); _handCard3.gameObject.SetActive(true); _abilityCardView1.Display(_playerHand.GetCard(_playerHand.LastIndex)); _abilityCardView2.Display(_playerHand.GetCard(_playerHand.LastIndex - 1)); _abilityCardView3.Display(_playerHand.GetCard(_playerHand.LastIndex - 2)); } }
private void Draw() { AbilityCard newCard = _abilityDeck.Draw(DeckPosition.Top); Debug.Log("Drew card: " + newCard.Name); _playerHand.Add(newCard, DeckPosition.Top); _abilityCardView.Display(newCard); LeanTween.moveX(card, mainCard.transform.position.x, .3f).setLoopPingPong(1).setDelay(0.3f); drawSound.Play(); if (_playerHand.Count == 0) { reShuffle(); } }
private void PrintEnemyHand() { int x = _eDisplayHand._size / _enemyHand.Count; for (int i = 0; i < _enemyHand.Count; i++) { Vector3 cardPos = new Vector3(75, 75, 75); GameObject eNewCard = Instantiate(_eCardPrefabUI, cardPos, Quaternion.identity); _eDisplayedHand.Add(eNewCard); _eDisplayedHand[i].transform.SetParent(_eDisplayHandObj.transform, false); _eDisplayedHand[i].transform.localScale = new Vector3(1f, 1f, 1f); _eDisplayedHand[i].transform.localPosition = new Vector3(-500 + (x * 2 * i), 0, 0); AbilityCardView newCardView = _eDisplayedHand[i].GetComponent <AbilityCardView>(); newCardView.Display(_enemyHand.GetCard(i)); Debug.Log("Player Hand Card: " + _enemyHand.GetCard(i).Name); } }
/* private void Update() * { * //replace me with enemy AI events * int i = 0; * if (i == 0) * { * Draw(); * } * if (i == 0) * { * PrintEnemyHand(); * } * if (i == 0) * { * PlayTopCard(); * } * }*/ public void Draw() { if (_enemyHand.Count < _maxCards) { for (int i = _maxCards - _enemyHand.Count; i < _maxCards; i++) { Draw(); } } AbilityCard newCard = _enemyAbilityDeck.Draw(DeckPosition.Top); //Instantiate(newCard, new Vector3(i * 2.0F, 0, 0), Quaternion.identity); Debug.Log("Enemy drew card: " + newCard.Name); Debug.Log("Enemy has " + _enemyHand.Count + " cards."); _enemyHand.Add(newCard, DeckPosition.Top); //newCard._cardPosition = new Vector3(); PrintEnemyHand(); _enemyAbilityCardView.Display(newCard); }
private void PrintPlayerHand() { int x = _displayHand._size / _playerHand.Count; for (int i = lastSize; i < _playerHand.Count; i++) { Vector3 cardPos = new Vector3(75, 75, 75); GameObject _newCard = Instantiate(_cardPrefabUI, cardPos, Quaternion.identity); _displayedHand.Add(_newCard); _displayedHand[i].transform.SetParent(_displayHandObj.transform, false); _displayedHand[i].transform.localScale = new Vector3(1f, 1f, 1f); _displayedHand[i].transform.localPosition = new Vector3(-500 + (x * 2 * i), 0, 0); AbilityCardView newCardView = _displayedHand[i].GetComponent <AbilityCardView>(); newCardView.Display(_playerHand.GetCard(i)); _displayedHand[i].name = i + " " + _playerHand.GetCard(i).Name; Debug.Log("Player Hand Card: " + _playerHand.GetCard(i).Name); } _displayHand.RenewList(); lastSize = _displayedHand.Count; UpdateHand(); }
public void Draw() { if (TotalCards < Cardsets.Length) { AbilityCard newCard = abilityDeck.Draw(DeckPosition.Middle); Debug.Log("Drew card: " + newCard.Name); abilityCardView.Display(newCard); CardNumber += 1; TotalCards += 1; } for (int i = 0; i < Cardsets.Length; i++) { if (CardNumber < Cardsets.Length) { CardSet CS = Cardsets[CardNumber].gameObject.GetComponent(typeof(CardSet)) as CardSet; abilityCardView.costTextUI = CS.Cost; abilityCardView.graphicUI = CS.image; abilityCardView.nameTextUI = CS.Name; Cardsets[CardNumber].SetActive(true); } } }