public void UpdateQuantitiesOnPage() { foreach (GameObject card in CreatedCards) { AddCardToDeck addCardComponent = card.GetComponent <AddCardToDeck>(); addCardComponent.UpdateQuantity(); } }
private void ShowCards(bool showingCardsPlayerDoesNotOwn = false, int pageIndex = 0, bool includeAllRarities = true, bool includeAllCharacters = true, RarityOptions rarity = RarityOptions.Basic, CharacterAsset asset = null, string keyword = "", int manaCost = -1, bool includeTokenCards = false) { // saving the information about the cards that we are showing to players on this page _showingCardsPlayerDoesNotOwn = showingCardsPlayerDoesNotOwn; _pageIndex = pageIndex; _includeAllRarities = includeAllRarities; _includeAllCharacters = includeAllCharacters; _rarity = rarity; _asset = asset; _keyword = keyword; _manaCost = manaCost; _includeTokenCards = includeTokenCards; List <CardAsset> CardsOnThisPage = PageSelection(showingCardsPlayerDoesNotOwn, pageIndex, includeAllRarities, includeAllCharacters, rarity, asset, keyword, manaCost, includeTokenCards); // clear created cards list ClearCreatedCards(); if (CardsOnThisPage.Count == 0) { return; } // Debug.Log(CardsOnThisPage.Count); for (int i = 0; i < CardsOnThisPage.Count; i++) { GameObject newMenuCard; if (CardsOnThisPage[i].TypeOfCard == TypesOfCards.Creature) { // it is a creature card newMenuCard = Instantiate(CreatureMenuPrefab, Slots[i].position, Quaternion.identity) as GameObject; } else { // it is a spell card newMenuCard = Instantiate(SpellMenuPrefab, Slots[i].position, Quaternion.identity) as GameObject; } newMenuCard.transform.SetParent(this.transform); CreatedCards.Add(newMenuCard); OneCardManager manager = newMenuCard.GetComponent <OneCardManager>(); manager.cardAsset = CardsOnThisPage[i]; manager.ReadCardFromAsset(); AddCardToDeck addCardComponent = newMenuCard.GetComponent <AddCardToDeck>(); addCardComponent.SetCardAsset(CardsOnThisPage[i]); addCardComponent.UpdateQuantity(); } }
private void ShowCards(int pageIndex = 0, bool includeAllCards = true, CardTypeAsset asset = null) { //saving infomation about the cards that we are showing to the players on this page _pageIndex = pageIndex; _includeAllCards = includeAllCards; _asset = asset; List <CardAsset> CardsOnThisPage = PageSelection(pageIndex, includeAllCards, asset); //clear created cards list ClearCreatedCards(); if (CardsOnThisPage.Count == 0) { return; } for (int i = 0; i < CardsOnThisPage.Count; i++) { GameObject newMenuCard; if (CardsOnThisPage [i].TypeOfCard == TypesOfCards.Soldier) { //it is a soldier newMenuCard = Instantiate(soldierMenuPrefab, Slots [i].position, Quaternion.identity) as GameObject; } else if (CardsOnThisPage [i].TypeOfCard == TypesOfCards.Spell) { //it is a spell newMenuCard = Instantiate(spellMenuPrefab, Slots [i].position, Quaternion.identity) as GameObject; } else { //it is a crop newMenuCard = Instantiate(cropMenuPrefab, Slots [i].position, Quaternion.identity) as GameObject; } newMenuCard.transform.SetParent(this.transform); createdCards.Add(newMenuCard); OneCardManager manager = newMenuCard.GetComponent <OneCardManager> (); manager.cardAsset = CardsOnThisPage [i]; manager.ReadCardFromAsset(); AddCardToDeck addCardComponent = newMenuCard.GetComponent <AddCardToDeck> (); addCardComponent.SetCardAsset(CardsOnThisPage [i]); addCardComponent.UpdateQuantity(); } }