private void CardDeckShuffle(CardSetType setType) { if (mCardDeck == null) { int cardMaxCount = Mathf.Max(cardsOrgan.Length, cardsSystem.Length); mCardDeck = new M8.CacheList <CardData>(cardMaxCount); } else { mCardDeck.Clear(); } switch (setType) { case CardSetType.Organs: for (int i = 0; i < cardsOrgan.Length; i++) { mCardDeck.Add(cardsOrgan[i]); } break; case CardSetType.Systems: for (int i = 0; i < cardsSystem.Length; i++) { mCardDeck.Add(cardsSystem[i]); } break; } mCardDeck.Shuffle(); }
private void ClearChoices() { for (int i = 0; i < mItemActives.Count; i++) { var itm = mItemActives[i]; if (itm) { itm.gameObject.SetActive(false); mItemCache.Add(itm); } } mItemActives.Clear(); }
public void Clear() { for (int i = 0; i < mCardActives.Count; i++) { var card = mCardActives[i]; card.Reset(); card.gameObject.SetActive(false); mCardCache.Add(card); } mCardActives.Clear(); }