}//when client start he will get the broadCast of the game status and the main pot public Sprite GetCardSprite(CardConstants.Suite suite, CardConstants.Card card) { int suiteOffset = (int)suite * 14; int cardOffset = (int)card; int offset = suiteOffset + cardOffset; return(cardSprites[offset]); }//return the sprit of the card (image of the card) from the array of sprits
public void AttackwithCard(DragAndDropCell cardSlot, DragAndDropItem draggedCardImage) { //Not sure why I have to re-apply the image?? Image cardImage = draggedCardImage.GetComponentInChildren <Image>(); string spriteName = cardImage.sprite.name; draggedCardImage.GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("PlayingCards/" + spriteName); int cardNumber = Convert.ToInt32(Regex.Replace(spriteName, "_.*", "")); int suiteNumber = GetSuiteNumber(Regex.Replace(spriteName, ".*_", "")); CardConstants.Card card = (CardConstants.Card)cardNumber; CardConstants.Suite suite = (CardConstants.Suite)suiteNumber; CardValue cardValue = new CardValue(card, suite); Debug.Log("CardNumber: " + cardNumber + " SuiteNumber: " + suiteNumber); GameObject.Destroy(cardSlot.gameObject); Deck.Singleton.DiscardPlayedCard(cardValue); //Send Match message that an attack was made <cardNum>:<suiteName> if (!gameTesting) { MatchController.Singleton.SendMatchData(4, cardNumber + ":" + suiteNumber); } StartCoroutine(ShowDamage(oppDamageCG)); GameData.Singleton.OpponentHealth -= cardNumber; GameData.Singleton.PlayerScore += (cardNumber * 10) / currentRound; GameData.Singleton.PlayerDamage += cardNumber; GameData.Singleton.OpponentDamageTaken += cardNumber; if (GameData.Singleton.OpponentHealth < 1) { OpponentDied(); } NewTurn(oppNumber); MatchController.Singleton.SendMatchData(oppNumber, ""); }
public void OpponentAttack(int attackCard, int suiteNumber) { //Remove One Card From Opponent In Play cards foreach (Transform child in oppCardsPanel) { GameObject.Destroy(child.gameObject); break; //Only want to delete one. This seems Janky! } //Remove last card Opponent attacked with, if there is one foreach (Transform child in defendPanelCards) { GameObject.Destroy(child.gameObject); } CardConstants.Card card = (CardConstants.Card)attackCard; CardConstants.Suite suite = (CardConstants.Suite)suiteNumber; CardValue cardValue = new CardValue(card, suite); Transform cardTransform = Instantiate(cardSlotPrefab); Image cardImageTransform = cardTransform.Find("CardImage").GetComponent <Image>(); string cardSuite = cardValue.suite.ToString().ToLower(); string cardSpriteName = "PlayingCards/" + attackCard + "_of_" + cardSuite; cardImageTransform.GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>(cardSpriteName); cardTransform.SetParent(defendPanelCards); StartCoroutine(ShowDamage(playerDamageCG)); GameData.Singleton.PlayerHealth -= attackCard; GameData.Singleton.OpponentScore += (attackCard * 10) / currentRound; GameData.Singleton.PlayerDamageTaken += attackCard; GameData.Singleton.OpponentDamage += attackCard; if (GameData.Singleton.PlayerHealth < 1) { PlayerDied(); } }
public CardId(CardConstants.Suite s, CardConstants.Card c, bool h) { suite = s; card = c; hidden = h; }
public int GetScoreLowAce(CardConstants.Suite suite, CardConstants.Card card) { return(CardConstants.CardValuesLowAce[(int)card]); }
}//return the card score public int GetScore(CardConstants.Suite suite, CardConstants.Card card) { return(CardConstants.CardValues[(int)card]); }//return the card score
public CardValue(CardConstants.Card cardValue, CardConstants.Suite suiteValue) { suite = suiteValue; card = cardValue; }