//抽一张卡 public CardControl CreateCard(CardInfo cardInfo) { GameObject newCard = Instantiate(cardPrefab, transform); CardControl cardCtrl = newCard.GetComponent <CardControl>(); cardCtrl.Init(cardInfo); return(cardCtrl); }
/// 创建卡牌 public Card CreateCard(string name, int value, Type dataType, int id, CardTypeEnum typeEnum) { Card card = new Card(name, value); card.SetDataFrom(dataType, id); card.SetCardType(typeEnum); CardControl cc = new CardControl(); cc.Init(card); cardUUId2Control.Add(card.UUID, cc); return(card); }
//在抽卡动画结束后生成要添加进手牌的卡 public IEnumerator CardToAddInHand(CardInfo newCard, CardControl card) { yield return(new WaitForSeconds(1f)); Vector3 newCardPos = new Vector3(471, 381, 0); //GameObject newCardAddInCard = Instantiate(cardPrefab, handCardManager.transform); GameObject newCardAddInCard = Instantiate(cardPrefab, handCardManager.transform); CardControl cardCtrl = newCardAddInCard.GetComponent <CardControl>(); cardCtrl.Init(newCard); handCardManager.cardsInHand.Add(cardCtrl); DestroyImmediate(newCardAddInCard.GetComponent <Animator>()); newCardAddInCard.transform.localScale = new Vector3(0.25f, 0.25f, 1); newCardAddInCard.transform.localPosition = newCardPos; newCardAddInCard.transform.localRotation = Quaternion.identity; handCardManager.Arrange(); Destroy(card.gameObject); }