コード例 #1
0
    public void DiscardCardScreenDisplay(Player p)
    {
        if (p.currentCardsInHand.Count == 0)
        {
            GameControllerRef.discardSelectionUI.SetActive(false);
            GameControllerRef.MainUI.SetActive(true);
        }
        else
        {
            GameControllerRef.MainUI.SetActive(false);
            GameControllerRef.discardSelectionUI.SetActive(true);
            GameControllerRef.discardCardsText.text = "Cards To Discard: " + discardValue;

            if (savedPosition == p.currentCardsInHand.Count - 1)
            {
                GameControllerRef.rightArrowBDiscardSelection.SetActive(false);
                GameControllerRef.leftArrowBDiscardSelection.SetActive(true);
            }
            else if (savedPosition == 0)
            {
                GameControllerRef.rightArrowBDiscardSelection.SetActive(true);
                GameControllerRef.leftArrowBDiscardSelection.SetActive(false);
            }
            else
            {
                GameControllerRef.rightArrowBDiscardSelection.SetActive(true);
                GameControllerRef.leftArrowBDiscardSelection.SetActive(true);
            }

            //clears previous card//
            foreach (Transform child in GameControllerRef.discardCardObjectPositon.transform)
            {
                Destroy(child.gameObject);
            }

            iDDiscardCardSelected = p.currentCardsInHand[savedPosition];
            CardSelection         = Instantiate(p.cardPrefab, GameControllerRef.discardCardObjectPositon.transform);
            TextMeshPro[] elements = CardSelection.GetComponentsInChildren <TextMeshPro>();
            elements[0].text = p.completeDeck[iDDiscardCardSelected].cardCost.ToString();
            elements[1].text = p.completeDeck[iDDiscardCardSelected].title;
            elements[2].text = p.completeDeck[iDDiscardCardSelected].cardEffectText;
            elements[3].text = p.completeDeck[iDDiscardCardSelected].subClass;
        }
    }
コード例 #2
0
    public void DestroyCardScreenDisplay(Player p, string decks)
    {
        if (decksToDestroyFrom != decks)
        {
            iDDestroyCardSelected = 0;
            decksToDestroyFrom    = decks;
            GameControllerRef.MainUI.SetActive(false);
            GameControllerRef.destroyCardSelectionUI.SetActive(true);
            GameControllerRef.gameSpace.transform.localPosition = new Vector3(2000, 0, 0);
        }

        GameControllerRef.destroyCardsText.text = "Cards To Destroy: " + destroyValue;

        //clears previous card//
        foreach (Transform child in GameControllerRef.destroyCardObjectPositon.transform)
        {
            Destroy(child.gameObject);
        }

        //cards from hand and discard pile
        if (decks == "grave and in hand")
        {
            if (p.grave.Count > 0 && p.currentCardsInHand.Count > 0)
            {
                #region Arrows
                if (savedPosition == p.grave.Count + p.currentCardsInHand.Count - 2)
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(false);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(true);
                }
                else if (savedPosition == 0)
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(true);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(false);
                }
                else
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(true);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(true);
                }
                #endregion

                if (savedPosition >= p.currentCardsInHand.Count)
                {
                    GameControllerRef.destroyCardsDeckCurrentlyIn.text = "(In Grave)";
                    inGrave       = true;
                    inCardsInHand = false;
                    int tempPos = savedPosition;
                    tempPos -= p.currentCardsInHand.Count;
                    iDDestroyCardSelected = p.grave[tempPos];
                    CardSelection         = Instantiate(p.cardPrefab, GameControllerRef.destroyCardObjectPositon.transform);
                    TextMeshPro[] elements = CardSelection.GetComponentsInChildren <TextMeshPro>();
                    elements[0].text = p.completeDeck[iDDestroyCardSelected].cardCost.ToString();
                    elements[1].text = p.completeDeck[iDDestroyCardSelected].title;
                    elements[2].text = p.completeDeck[iDDestroyCardSelected].cardEffectText;
                    elements[3].text = p.completeDeck[iDDestroyCardSelected].subClass;
                }
                else
                {
                    GameControllerRef.destroyCardsDeckCurrentlyIn.text = "(In Hand)";
                    inGrave               = false;
                    inCardsInHand         = true;
                    iDDestroyCardSelected = p.currentCardsInHand[savedPosition];
                    CardSelection         = Instantiate(p.cardPrefab, GameControllerRef.destroyCardObjectPositon.transform);
                    TextMeshPro[] elements = CardSelection.GetComponentsInChildren <TextMeshPro>();
                    elements[0].text = p.completeDeck[iDDestroyCardSelected].cardCost.ToString();
                    elements[1].text = p.completeDeck[iDDestroyCardSelected].title;
                    elements[2].text = p.completeDeck[iDDestroyCardSelected].cardEffectText;
                    elements[3].text = p.completeDeck[iDDestroyCardSelected].subClass;
                }
            }

            else if (p.grave.Count > 0 && p.currentCardsInHand.Count == 0)
            {
                #region Arrows
                if (savedPosition == p.grave.Count - 1)
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(false);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(true);
                }
                else if (savedPosition == 0)
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(true);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(false);
                }
                else
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(true);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(true);
                }
                #endregion

                GameControllerRef.destroyCardsDeckCurrentlyIn.text = "(In Grave)";
                inGrave               = true;
                inCardsInHand         = false;
                iDDestroyCardSelected = p.grave[savedPosition];
                CardSelection         = Instantiate(p.cardPrefab, GameControllerRef.destroyCardObjectPositon.transform);
                TextMeshPro[] elements = CardSelection.GetComponentsInChildren <TextMeshPro>();
                elements[0].text = p.completeDeck[iDDestroyCardSelected].cardCost.ToString();
                elements[1].text = p.completeDeck[iDDestroyCardSelected].title;
                elements[2].text = p.completeDeck[iDDestroyCardSelected].cardEffectText;
                elements[3].text = p.completeDeck[iDDestroyCardSelected].subClass;
            }

            else if (p.grave.Count == 0 && p.currentCardsInHand.Count > 0)
            {
                #region Arrows
                if (savedPosition == p.currentCardsInHand.Count - 1)
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(false);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(true);
                }
                else if (savedPosition == 0)
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(true);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(false);
                }
                else
                {
                    GameControllerRef.rightArrowBDestroySelection.SetActive(true);
                    GameControllerRef.leftArrowBDestorySelection.SetActive(true);
                }
                #endregion

                GameControllerRef.destroyCardsDeckCurrentlyIn.text = "(In Hand)";
                inGrave               = false;
                inCardsInHand         = true;
                iDDestroyCardSelected = p.currentCardsInHand[savedPosition];
                CardSelection         = Instantiate(p.cardPrefab, GameControllerRef.destroyCardObjectPositon.transform);
                TextMeshPro[] elements = CardSelection.GetComponentsInChildren <TextMeshPro>();
                elements[0].text = p.completeDeck[iDDestroyCardSelected].cardCost.ToString();
                elements[1].text = p.completeDeck[iDDestroyCardSelected].title;
                elements[2].text = p.completeDeck[iDDestroyCardSelected].cardEffectText;
                elements[3].text = p.completeDeck[iDDestroyCardSelected].subClass;
            }
        }

        //cards just from the grave
        else if (decks == "grave")
        {
        }

        //cards just from in hand
        else if (decks == "in hand")
        {
        }
    }