public void ReplaceBlankCard() { for (int i = 0; i < slots.Length; i++) { Card card = slots [i].GetComponentInChildren <Card> (); if (card != null) { if (card.myCardType == Card.CardType.BLANK_CARD) { int rnd = Random.Range(0, searchables.Count); GameObject newCard = searchables [rnd]; RectTransform rectTransform = newCard.GetComponent <RectTransform> (); UtilScript.AlignRectTransformToParent(rectTransform); newCard.transform.SetParent(slots [i].transform, false); newCard.SetActive(true); hand.Add(newCard); searchables.Remove(searchables[rnd]); DeactivateCard(card.gameObject, false); break; } else { } } } }
IEnumerator LoadCards() { for (int i = 0; i < slots.Length; i++) { Card card = slots [i].GetComponentInChildren <Card> (); if (card != null) { if (card.mySlotState == Card.SlotState.CARD_SLOT) { DeactivateCard(card.gameObject, true); } } } Debug.Log("Loading"); isLoading = true; //Insert Loading code yield return(new WaitForSeconds(loadTime)); isLoading = false; if (tempDeck.Count >= slots.Length) { for (int i = 0; i < slots.Length; i++) { int num = Random.Range(0, tempDeck.Count - 1); drawnCard = tempDeck [num]; hand.Add(drawnCard); tempDeck.Remove(drawnCard); // cards [i] = Instantiate(drawnCard,slots [i].transform.position,Quaternion.identity) as GameObject; cards [i] = drawnCard; rectTransform = cards [i].GetComponent <RectTransform> (); UtilScript.AlignRectTransformToParent(rectTransform); cards [i].transform.SetParent(slots [i].transform, false); cards [i].SetActive(true); } } else { // print ("Not enough cards in Deck"); for (int i = 0; i < tempDeck.Count + 1; i++) { int num = Random.Range(0, tempDeck.Count - 1); drawnCard = tempDeck [num]; hand.Add(drawnCard); tempDeck.Remove(drawnCard); cards [i] = drawnCard; RectTransform rectTransform = cards [i].GetComponent <RectTransform> (); UtilScript.AlignRectTransformToParent(rectTransform); cards [i].transform.SetParent(slots [i].transform, false); cards [i].SetActive(true); } ReloadDeck(); } Debug.Log("Loaded"); //Insert New cards code }