public IEnumerator AddToTable() { DealInProgress++; // Test for Face Card Slots if (_fc_slot1.AddCard(_stackCardSlot.TopCard())) { _fc_slot1.TopCard().status = GameState.Face; // Add to face list yield return(new WaitForSeconds(CardStackDelay)); } if (_fc_slot2.AddCard(_stackCardSlot.TopCard())) { _fc_slot2.TopCard().status = GameState.Face; // Add to face list yield return(new WaitForSeconds(CardStackDelay)); } if (_fc_slot3.AddCard(_stackCardSlot.TopCard())) { _fc_slot3.TopCard().status = GameState.Face; // Add to face list yield return(new WaitForSeconds(CardStackDelay)); } if (_fc_slot4.AddCard(_stackCardSlot.TopCard())) { _fc_slot4.TopCard().status = GameState.Face; // Add to face list yield return(new WaitForSeconds(CardStackDelay)); } DealInProgress--; }
public IEnumerator DrawCoroutine() { DealInProgress++; // if (_discardHoverStackCardSlot.AddCard(_prior6CardSlot.TopCard())) // { // yield return new WaitForSeconds(CardStackDelay); // } // if (_discardStackCardSlot.AddCard(_discardHoverStackCardSlot.TopCard())) // { // yield return new WaitForSeconds(CardStackDelay); // } if (!cardCheveron2Lock && !cardCheveronCurrent) { _currentCardSlot.AddCard(_stackCardSlot.TopCard()); cardCheveronCurrent = true; // } } if (!cardCheveron0Lock && cardCheveronCurrent) { if (_prior0CardSlot.AddCard(_currentCardSlot.TopCard())) { cardCheveron0Lock = true; cardCheveronCurrent = false; yield return(new WaitForSeconds(CardStackDelay)); } } if (cardCheveron0Lock && !cardCheveron1Lock && cardCheveronCurrent) { if (_prior1CardSlot.AddCard(_currentCardSlot.TopCard())) { cardCheveron1Lock = true; cardCheveronCurrent = false; yield return(new WaitForSeconds(CardStackDelay)); } } if (cardCheveron1Lock && !cardCheveron2Lock && cardCheveronCurrent) { if (_prior2CardSlot.AddCard(_currentCardSlot.TopCard())) { cardCheveron2Lock = true; cardCheveronCurrent = false; yield return(new WaitForSeconds(CardStackDelay)); } } // int collectiveFaceValue = _prior0CardSlot.FaceValue(); // collectiveFaceValue += _prior1CardSlot.FaceValue(); // collectiveFaceValue += _prior2CardSlot.FaceValue(); // collectiveFaceValue += _prior3CardSlot.FaceValue(); // collectiveFaceValue += _prior4CardSlot.FaceValue(); // collectiveFaceValue += _prior5CardSlot.FaceValue(); // collectiveFaceValue += _prior6CardSlot.FaceValue(); // collectiveFaceValue += _currentCardSlot.FaceValue(); Tarot3CardsDealerUIInstance.FaceValueText.text = _currentCardSlot.FaceValue(); DealInProgress--; }
/// Shuffle Coroutine. /// Moves all card to pickupCardSlot. Then shuffles them back /// to cardStackSlot. public IEnumerator ShuffleCoroutine() { DealInProgress++; foreach (CardSlot slot in GameObject.Find("AIHand").GetComponent <AIHand>().CardSlotList) { MoveCardSlotToCardSlot(slot, _centerStackCardSlot); } foreach (CardSlot slot in GameObject.Find("PlayerHand").GetComponent <PlayerHand>().CardSlotList) { //Disable glows if (slot.GetSize() > 0) { slot.TopCard().gameObject.transform.Find("Glow").gameObject.SetActive(false); } MoveCardSlotToCardSlot(slot, _centerStackCardSlot); } MoveCardSlotToCardSlot(_discardStackCardSlot, _centerStackCardSlot); MoveCardSlotToCardSlot(_drawStackCardSlot, _centerStackCardSlot); MoveCardSlotToCardSlot(_currentCardSlot, _centerStackCardSlot); yield return(new WaitForSeconds(.5f)); MoveCardSlotToCardSlot(_centerStackCardSlot, _pickupCardSlot); yield return(new WaitForSeconds(.5f)); int halfLength = _cardDeck.CardList.Count / 2; for (int i = 0; i < halfLength; ++i) { _leftHandCardSlot.AddCard(_pickupCardSlot.TopCard()); } yield return(new WaitForSeconds(.2f)); for (int i = 0; i < halfLength; ++i) { _rightHandCardSlot.AddCard(_pickupCardSlot.TopCard()); } yield return(new WaitForSeconds(.2f)); for (int i = 0; i < _cardDeck.CardList.Count; ++i) { if (i % 2 == 0) { _centerStackCardSlot.AddCard(_rightHandCardSlot.TopCard()); } else { _centerStackCardSlot.AddCard(_leftHandCardSlot.TopCard()); } yield return(new WaitForSeconds(CardStackDelay)); } yield return(new WaitForSeconds(.3f)); StartCoroutine(DealCards()); }
public IEnumerator DrawCoroutine() { DealInProgress++; if (_discardHoverStackCardSlot.AddCard(/*_prior4CardSlot*/ _prior3CardSlot.TopCard())) { yield return(new WaitForSeconds(CardStackDelay)); } if (_discardStackCardSlot.AddCard(_discardHoverStackCardSlot.TopCard())) { yield return(new WaitForSeconds(CardStackDelay)); } if (/*_prior4CardSlot*/ _discardHoverStackCardSlot.AddCard(_prior3CardSlot.TopCard())) { yield return(new WaitForSeconds(CardStackDelay)); } if (_prior3CardSlot.AddCard(_prior2CardSlot.TopCard())) { yield return(new WaitForSeconds(CardStackDelay)); } if (_prior2CardSlot.AddCard(_prior1CardSlot.TopCard())) { yield return(new WaitForSeconds(CardStackDelay)); } if (_prior1CardSlot.AddCard(_prior0CardSlot.TopCard())) { yield return(new WaitForSeconds(CardStackDelay)); } if (_prior0CardSlot.AddCard(_currentCardSlot.TopCard())) { yield return(new WaitForSeconds(CardStackDelay)); } _currentCardSlot.AddCard(_stackCardSlot.TopCard()); int collectiveFaceValue = _prior0CardSlot.FaceValue(); collectiveFaceValue += _prior1CardSlot.FaceValue(); collectiveFaceValue += _prior2CardSlot.FaceValue(); collectiveFaceValue += _prior3CardSlot.FaceValue(); //collectiveFaceValue += _prior4CardSlot.FaceValue(); collectiveFaceValue += _currentCardSlot.FaceValue(); DealerUIInstance.FaceValueText.text = collectiveFaceValue.ToString(); DealInProgress--; }
//Move all cards in a slot to another slot private void MoveCardSlotToCardSlot(CardSlot sourceCardSlot, CardSlot targetCardSlot) { Card card; while ((card = sourceCardSlot.TopCard()) != null) { targetCardSlot.AddCard(card); } }
/// <summary> /// Shuffle Coroutine. /// Moves all card to pickupCardSlot. Then shuffles them back /// to cardStackSlot. /// </summary> public IEnumerator ShuffleCoroutine() { DealInProgress++; DealerUIInstance.FaceValueText.text = "0"; MoveCardSlotToCardSlot(_stackCardSlot, _pickupCardSlot); MoveCardSlotToCardSlot(_prior0CardSlot, _pickupCardSlot); MoveCardSlotToCardSlot(_prior1CardSlot, _pickupCardSlot); MoveCardSlotToCardSlot(_prior2CardSlot, _pickupCardSlot); MoveCardSlotToCardSlot(_prior3CardSlot, _pickupCardSlot); //MoveCardSlotToCardSlot(_prior4CardSlot, _pickupCardSlot); MoveCardSlotToCardSlot(_discardStackCardSlot, _pickupCardSlot); MoveCardSlotToCardSlot(_currentCardSlot, _pickupCardSlot); yield return(new WaitForSeconds(.4f)); int halfLength = _cardDeck.CardList.Count / 2; for (int i = 0; i < halfLength; ++i) { _leftHandCardSlot.AddCard(_pickupCardSlot.TopCard()); } yield return(new WaitForSeconds(.2f)); for (int i = 0; i < halfLength; ++i) { _rightHandCardSlot.AddCard(_pickupCardSlot.TopCard()); } yield return(new WaitForSeconds(.2f)); for (int i = 0; i < _cardDeck.CardList.Count; ++i) { if (i % 2 == 0) { _stackCardSlot.AddCard(_rightHandCardSlot.TopCard()); } else { _stackCardSlot.AddCard(_leftHandCardSlot.TopCard()); } yield return(new WaitForSeconds(CardStackDelay)); } DealInProgress--; }
/// <summary> /// Shuffle Coroutine. /// Moves all card to pickupCardSlot. Then shuffles them back /// to cardStackSlot. /// </summary> public IEnumerator ShuffleCoroutine() { DealInProgress++; yield return(StartCoroutine(GatherOthersCoroutine())); int halfLength = _pickupCardSlot.CardList.Count / 2; int fullLength = _pickupCardSlot.CardList.Count; for (int i = 0; i < halfLength; ++i) { _leftHandCardSlot.AddCard(_pickupCardSlot.TopCard()); } yield return(new WaitForSeconds(.01f)); for (int i = 0; i < halfLength; ++i) { _rightHandCardSlot.AddCard(_pickupCardSlot.TopCard()); } yield return(new WaitForSeconds(.01f)); _stackCardSlot.AddCard(_pickupCardSlot.TopCard()); //jic odd yield return(new WaitForSeconds(CardStackDelay)); for (int i = 0; i < fullLength; ++i) { if (i % 2 == 0) { _stackCardSlot.AddCard(_rightHandCardSlot.TopCard()); } else { _stackCardSlot.AddCard(_leftHandCardSlot.TopCard()); } yield return(new WaitForSeconds(CardStackDelay)); } //MoveCardSlotToCardSlot(_stackCardSlot, _pickupCardSlot); yield return(new WaitForSeconds(.01f)); DealInProgress--; }
void FlipCardSlotUp(CardSlot mCardSlot) { float y = mCardSlot.GetComponent <Transform>().rotation.eulerAngles.y; float z = mCardSlot.GetComponent <Transform>().rotation.eulerAngles.z; Quaternion rot = transform.localRotation; rot.eulerAngles = new Vector3(90f, y, z); Transform tTemp = mCardSlot.GetComponent <Transform> (); tTemp.rotation = rot; mCardSlot.TopCard().TargetTransform.rotation = rot; }
public IEnumerator CutDeckCoroutine() { DealInProgress++; int halfLength = _cardDeck.CardList.Count / 2; int thirdLength = _cardDeck.CardList.Count / 3; int randomLength = Random.Range(thirdLength, halfLength); for (int i = 0; i < randomLength; ++i) { _leftHandCardSlot.AddCard(_stackCardSlot.TopCard()); } yield return(new WaitForSeconds(.5f)); for (int i = 0; i < (_cardDeck.CardList.Count - randomLength); ++i) { _rightHandCardSlot.AddCard(_stackCardSlot.TopCard()); } yield return(new WaitForSeconds(.1f)); for (int i = 0; i < randomLength; ++i) { _stackCardSlot.AddCard(_leftHandCardSlot.TopCard()); yield return(new WaitForSeconds(CardStackDelay)); } yield return(new WaitForSeconds(.5f)); for (int i = 0; i < (_cardDeck.CardList.Count - randomLength); ++i) { _stackCardSlot.AddCard(_rightHandCardSlot.TopCard()); yield return(new WaitForSeconds(CardStackDelay)); } yield return(new WaitForSeconds(.01f)); // MoveCardSlotToCardSlot(_stackCardSlot, _pickupCardSlot); yield return(new WaitForSeconds(.01f)); DealInProgress--; }
IEnumerator PlaceOnTable() { DealInProgress++; if (_fc_slot1.TopCard() == null) { _fc_slot1.AddCard(Manager.instance.Selected[0]); } else if (_fc_slot2.TopCard() == null) { _fc_slot2.AddCard(Manager.instance.Selected[0]); } else if (_fc_slot3.TopCard() == null) { _fc_slot3.AddCard(Manager.instance.Selected[0]); } else if (_fc_slot4.TopCard() == null) { _fc_slot4.AddCard(Manager.instance.Selected[0]); } else if (_fc_slot5.TopCard() == null) { _fc_slot5.AddCard(Manager.instance.Selected[0]); } else if (_fc_slot6.TopCard() == null) { _fc_slot6.AddCard(Manager.instance.Selected[0]); } else { // You cant place cards on the table yield return(null); } yield return(new WaitForSeconds(CardStackDelay)); DealInProgress--; }
void FlipCardSlotUp(CardSlot mCardSlot) { //float y = mCardSlot.GetComponent<Transform>().rotation.eulerAngles.y; int number = Random.Range(0, 2); float y = number == 1?0f:-180f; float z = mCardSlot.GetComponent <Transform>().rotation.eulerAngles.z; Quaternion rot = transform.localRotation; rot.eulerAngles = new Vector3(90f, y, z); Transform tTemp = mCardSlot.GetComponent <Transform> (); tTemp.rotation = rot; mCardSlot.TopCard().TargetTransform.rotation = rot; }
public IEnumerator DealCards() { System.Random random = new System.Random(); for (int i = 0; i < 10; i++) { int randomIndex = random.Next(0, _centerStackCardSlot.GetSize()); _centerStackCardSlot.AddCard(_centerStackCardSlot.GetCard(randomIndex)); GameObject.Find("PlayerHand").GetComponent <PlayerHand>().CardSlotList[i].AddCard(_centerStackCardSlot.TopCard()); yield return(new WaitForSeconds(.05f)); randomIndex = random.Next(0, _centerStackCardSlot.GetSize()); _centerStackCardSlot.AddCard(_centerStackCardSlot.GetCard(randomIndex)); GameObject.Find("AIHand").GetComponent <AIHand>().CardSlotList[i].AddCard(_centerStackCardSlot.TopCard()); yield return(new WaitForSeconds(.05f)); } MoveCardSlotToCardSlot(_centerStackCardSlot, _drawStackCardSlot); yield return(new WaitForSeconds(.3f)); //Do a card flip after shuffle and dealing cards Card _cardTopFlip = _drawStackCardSlot.TopCard(); _discardStackCardSlot.AddCard(_cardTopFlip); if (Match.instance.RoundCount == 0) { Match.instance.InitializeMatch(); } else { Round.instance.InitializeRound(); } DealInProgress--; }
public IEnumerator DisplayCoroutine(CardSlot mCardSlot) { DealInProgress++; cardCheveronCurrent = true; if (_currentCardSlot.CardList.Count == 0) { if (mCardSlot == _prior0CardSlot) { float x = _prior0CardSlot.GetComponent <Transform>().rotation.eulerAngles.x; if (x == 270f) { Debug.Log("x = " + x); FlipCardSlotUp(_prior0CardSlot); cardCheveronCurrent = false; } else { _currentCardSlot.AddCard(mCardSlot.TopCard()); cardCheveron0Lock = false; } } if (mCardSlot == _prior1CardSlot) { float x = _prior1CardSlot.GetComponent <Transform>().rotation.eulerAngles.x; if (x == 270f) { FlipCardSlotUp(_prior1CardSlot); cardCheveronCurrent = false; } else { _currentCardSlot.AddCard(mCardSlot.TopCard()); cardCheveron1Lock = false; } } if (mCardSlot == _prior2CardSlot) { float x = _prior2CardSlot.GetComponent <Transform> ().rotation.eulerAngles.x; if (x == 270f) { FlipCardSlotUp(_prior2CardSlot); cardCheveronCurrent = false; } else { _currentCardSlot.AddCard(mCardSlot.TopCard()); cardCheveron2Lock = false; } } if (mCardSlot == _prior3CardSlot) { float x = _prior3CardSlot.GetComponent <Transform>().rotation.eulerAngles.x; if (x == 270f) { FlipCardSlotUp(_prior3CardSlot); cardCheveronCurrent = false; } else { _currentCardSlot.AddCard(mCardSlot.TopCard()); cardCheveron3Lock = false; } } if (mCardSlot == _prior4CardSlot) { float x = _prior4CardSlot.GetComponent <Transform>().rotation.eulerAngles.x; if (x == 270f) { FlipCardSlotUp(_prior4CardSlot); cardCheveronCurrent = false; } else { _currentCardSlot.AddCard(mCardSlot.TopCard()); cardCheveron4Lock = false; } } if (mCardSlot == _prior5CardSlot) { float x = _prior5CardSlot.GetComponent <Transform>().rotation.eulerAngles.x; if (x == 270f) { FlipCardSlotUp(_prior5CardSlot); cardCheveronCurrent = false; } else { _currentCardSlot.AddCard(mCardSlot.TopCard()); cardCheveron5Lock = false; } } if (mCardSlot == _prior6CardSlot) { float x = _prior6CardSlot.GetComponent <Transform>().rotation.eulerAngles.x; if (x == 270f) { FlipCardSlotUp(_prior6CardSlot); cardCheveronCurrent = false; } else { _currentCardSlot.AddCard(mCardSlot.TopCard()); cardCheveron6Lock = false; } } yield return(new WaitForSeconds(CardStackDelay)); } // int collectiveFaceValue = _prior0CardSlot.FaceValue(); // collectiveFaceValue += _prior1CardSlot.FaceValue(); // collectiveFaceValue += _prior2CardSlot.FaceValue(); // collectiveFaceValue += _prior3CardSlot.FaceValue(); // collectiveFaceValue += _prior4CardSlot.FaceValue(); // collectiveFaceValue += _prior5CardSlot.FaceValue(); // collectiveFaceValue += _prior6CardSlot.FaceValue(); // collectiveFaceValue += _currentCardSlot.FaceValue(); TarotDealerUIInstance.FaceValueText.text = _currentCardSlot.FaceValue(); DealInProgress--; }
public IEnumerator DisplayCoroutine(CardSlot mCardSlot) { DealInProgress++; cardCheveronCurrent = true; if (_currentCardSlot.CardList.Count == 0) { if (mCardSlot == _prior0CardSlot) { cardCheveron0Lock = false; FlipCardSlotUp(_prior0CardSlot); _currentCardSlot.AddCard(mCardSlot.TopCard()); } if (mCardSlot == _prior1CardSlot) { cardCheveron1Lock = false; FlipCardSlotUp(_prior1CardSlot); _currentCardSlot.AddCard(mCardSlot.TopCard()); } if (mCardSlot == _prior2CardSlot) { cardCheveron2Lock = false; FlipCardSlotUp(_prior2CardSlot); _currentCardSlot.AddCard(mCardSlot.TopCard()); } if (mCardSlot == _prior3CardSlot) { cardCheveron3Lock = false; FlipCardSlotUp(_prior3CardSlot); _currentCardSlot.AddCard(mCardSlot.TopCard()); } if (mCardSlot == _prior4CardSlot) { cardCheveron4Lock = false; FlipCardSlotUp(_prior4CardSlot); _currentCardSlot.AddCard(mCardSlot.TopCard()); } if (mCardSlot == _prior5CardSlot) { cardCheveron5Lock = false; FlipCardSlotUp(_prior5CardSlot); _currentCardSlot.AddCard(mCardSlot.TopCard()); } if (mCardSlot == _prior6CardSlot) { cardCheveron6Lock = false; FlipCardSlotUp(_prior6CardSlot); _currentCardSlot.AddCard(mCardSlot.TopCard()); } yield return(new WaitForSeconds(CardStackDelay)); } // int collectiveFaceValue = _prior0CardSlot.FaceValue(); // collectiveFaceValue += _prior1CardSlot.FaceValue(); // collectiveFaceValue += _prior2CardSlot.FaceValue(); // collectiveFaceValue += _prior3CardSlot.FaceValue(); // collectiveFaceValue += _prior4CardSlot.FaceValue(); // collectiveFaceValue += _prior5CardSlot.FaceValue(); // collectiveFaceValue += _prior6CardSlot.FaceValue(); // collectiveFaceValue += _currentCardSlot.FaceValue(); TarotBasicDealerUIInstance.FaceValueText.text = _currentCardSlot.FaceValue(); DealInProgress--; }
public IEnumerator DrawCoroutine() { DealInProgress++; // First Card if (_p1_slot1.AddCard(_stackCardSlot.TopCard())) { _p1_slot1.TopCard().status = GameState.P1; // Add to p1 list yield return(new WaitForSeconds(CardStackDelay)); } if (_p2_slot1.AddCard(_stackCardSlot.TopCard())) { _p2_slot1.TopCard().status = GameState.P2; // Add to p2 list yield return(new WaitForSeconds(CardStackDelay)); } // Second Card if (_p1_slot2.AddCard(_stackCardSlot.TopCard())) { _p1_slot2.TopCard().status = GameState.P1; // Add to p1 list yield return(new WaitForSeconds(CardStackDelay)); } if (_p2_slot2.AddCard(_stackCardSlot.TopCard())) { _p2_slot2.TopCard().status = GameState.P2; // Add to p2 list yield return(new WaitForSeconds(CardStackDelay)); } // Third Card if (_p1_slot3.AddCard(_stackCardSlot.TopCard())) { _p1_slot3.TopCard().status = GameState.P1; // Add to p1 list yield return(new WaitForSeconds(CardStackDelay)); } if (_p2_slot3.AddCard(_stackCardSlot.TopCard())) { _p2_slot3.TopCard().status = GameState.P2; // Add to p2 list yield return(new WaitForSeconds(CardStackDelay)); } // Fourth Card if (_p1_slot4.AddCard(_stackCardSlot.TopCard())) { _p1_slot4.TopCard().status = GameState.P1; // Add to p1 list yield return(new WaitForSeconds(CardStackDelay)); } if (_p2_slot4.AddCard(_stackCardSlot.TopCard())) { _p2_slot4.TopCard().status = GameState.P2; // Add to p2 list yield return(new WaitForSeconds(CardStackDelay)); } // Fifth Card if (_p1_slot5.AddCard(_stackCardSlot.TopCard())) { _p1_slot5.TopCard().status = GameState.P1; // Add to p1 list yield return(new WaitForSeconds(CardStackDelay)); } if (_p2_slot5.AddCard(_stackCardSlot.TopCard())) { _p2_slot5.TopCard().status = GameState.P2; // Add to p2 list yield return(new WaitForSeconds(CardStackDelay)); } // Sixth Card if (_p1_slot6.AddCard(_stackCardSlot.TopCard())) { _p1_slot6.TopCard().status = GameState.P1; // Add to p1 list yield return(new WaitForSeconds(CardStackDelay)); } if (_p2_slot6.AddCard(_stackCardSlot.TopCard())) { _p2_slot6.TopCard().status = GameState.P2; // Add to p2 list yield return(new WaitForSeconds(CardStackDelay)); } /* * if (_fc_slot5.AddCard(_stackCardSlot.TopCard())) * { * yield return new WaitForSeconds(CardStackDelay); * } * if (_fc_slot6.AddCard(_stackCardSlot.TopCard())) * { * yield return new WaitForSeconds(CardStackDelay); * } */ //if (_discardHoverStackCardSlot.AddCard(_p1_slot3.TopCard())) //{ // yield return new WaitForSeconds(CardStackDelay); //} //if (_discardStackCardSlot.AddCard(_discardHoverStackCardSlot.TopCard())) //{ // yield return new WaitForSeconds(CardStackDelay); //} //if (_p1_slot3.AddCard(_p2_slot3.TopCard())) //{ // yield return new WaitForSeconds(CardStackDelay); //} //if (_p2_slot3.AddCard(_p1_slot2.TopCard())) //{ // yield return new WaitForSeconds(CardStackDelay); //} //if (_p1_slot2.AddCard(_p2_slot2.TopCard())) //{ // yield return new WaitForSeconds(CardStackDelay); //} //if (_p2_slot2.AddCard(_p1_slot1.TopCard())) //{ // yield return new WaitForSeconds(CardStackDelay); //} //if (_p1_slot1.AddCard(_p2_slot1.TopCard())) //{ // yield return new WaitForSeconds(CardStackDelay); //} //_p2_slot1.AddCard(_stackCardSlot.TopCard()); //int collectiveFaceValue = _p1_slot1.FaceValue(); //collectiveFaceValue += _p2_slot2.FaceValue(); //collectiveFaceValue += _p1_slot2.FaceValue(); //collectiveFaceValue += _p2_slot3.FaceValue(); //collectiveFaceValue += _p1_slot3.FaceValue(); //collectiveFaceValue += _p2_slot1.FaceValue(); //DealerUIInstance.FaceValueText.text = collectiveFaceValue.ToString(); DealInProgress--; }
/// <summary> /// Shuffle Coroutine. /// Moves all card to pickupCardSlot. Then shuffles them back /// to cardStackSlot. /// </summary> public IEnumerator ShuffleCoroutine() { DealInProgress++; //DealerUIInstance.FaceValueText.text = "0"; //Debug.Log("Shuffling"); //-------------------Amshu-------------------// // Change status of all cards Card[] cards = GameObject.FindObjectsOfType <Card>(); foreach (Card card in cards) { card.status = GameState.Deck; } // Clear All Lists //-------------------------------------------// MoveCardSlotToCardSlot(_stackCardSlot, _pickupCardSlot); MoveCardSlotToCardSlot(_discardStackCardSlot, _pickupCardSlot); // Face Slots MoveCardSlotToCardSlot(_fc_slot1, _pickupCardSlot); MoveCardSlotToCardSlot(_fc_slot2, _pickupCardSlot); MoveCardSlotToCardSlot(_fc_slot3, _pickupCardSlot); MoveCardSlotToCardSlot(_fc_slot4, _pickupCardSlot); MoveCardSlotToCardSlot(_fc_slot5, _pickupCardSlot); MoveCardSlotToCardSlot(_fc_slot6, _pickupCardSlot); // Player 1 Slots MoveCardSlotToCardSlot(_p1_slot1, _pickupCardSlot); MoveCardSlotToCardSlot(_p1_slot2, _pickupCardSlot); MoveCardSlotToCardSlot(_p1_slot3, _pickupCardSlot); MoveCardSlotToCardSlot(_p1_slot4, _pickupCardSlot); MoveCardSlotToCardSlot(_p1_slot5, _pickupCardSlot); MoveCardSlotToCardSlot(_p1_slot6, _pickupCardSlot); // Player 2 Slots MoveCardSlotToCardSlot(_p2_slot1, _pickupCardSlot); MoveCardSlotToCardSlot(_p2_slot2, _pickupCardSlot); MoveCardSlotToCardSlot(_p2_slot3, _pickupCardSlot); MoveCardSlotToCardSlot(_p2_slot4, _pickupCardSlot); MoveCardSlotToCardSlot(_p2_slot5, _pickupCardSlot); MoveCardSlotToCardSlot(_p2_slot6, _pickupCardSlot); yield return(new WaitForSeconds(.4f)); int halfLength = _cardDeck.CardList.Count / 2; for (int i = 0; i < halfLength; ++i) { _leftHandCardSlot.AddCard(_pickupCardSlot.TopCard()); } yield return(new WaitForSeconds(.2f)); for (int i = 0; i < halfLength; ++i) { _rightHandCardSlot.AddCard(_pickupCardSlot.TopCard()); } SoundManager.instance.PlayClip(0); yield return(new WaitForSeconds(.2f)); for (int i = 0; i < _cardDeck.CardList.Count; ++i) { if (i % 2 == 0) { _stackCardSlot.AddCard(_rightHandCardSlot.TopCard()); } else { _stackCardSlot.AddCard(_leftHandCardSlot.TopCard()); } yield return(new WaitForSeconds(CardStackDelay)); } DealInProgress--; }