public void combatResolution() { Debug.Log("combat resolution"); int pAttack = playerCurrentCard.attackPower; int pDefenceBonus = playerCurrentCard.defenceBonus; int eAttack = enemyCurrentCard.attackPower; int eDefenceBonus = enemyCurrentCard.defenceBonus; enemy.DamagePlayer(pAttack - eDefenceBonus); player.DamagePlayer(eAttack - pDefenceBonus); Debug.Log("Player: " + player.currentHealth + " Enemy: " + enemy.currentHealth); UpdateHeartUI(); CheckWinner(); if (enemyCurrentCard != null) { //enemyCurrentCard.transform.localPosition = enemyDiscardPos; //Debug.Log(enemyCurrentCard.GetComponent<CardData>().cardTitle); enemyDiscard.Add(enemyCurrentCard); enemyDiscardUI.GetComponent <BasicCard>().SetCardData(enemyCurrentCard.GetComponent <CardData>()); enemyDiscardUI.GetComponent <BasicCard>().SetupUI(); enemyDiscardUI.SetActive(true); enemyCurrentCardUI.SetActive(false); } if (playerCurrentCard != null) { //playerCurrentCard.transform.localPosition = playerDiscardPos; playerDiscard.Add(playerCurrentCard); playerDiscardUI.GetComponent <BasicCard>().SetCardData(playerCurrentCard.GetComponent <CardData>()); playerDiscardUI.GetComponent <BasicCard>().SetupUI(); playerDiscardUI.SetActive(true); playerCurrentCardUI.SetActive(false); } if (playerDeck.Count() <= 0) { while (playerDiscard.Count > 0) { playerDeck.addCard(playerDiscard[0]); playerDiscard.RemoveAt(0); } playerDeck.shuffle(); } if (enemyDeck.Count() <= 0) { while (enemyDiscard.Count > 0) { enemyDeck.addCard(enemyDiscard[0]); enemyDiscard.RemoveAt(0); } enemyDeck.shuffle(); } EnemyDraw(); }