void Start() { deck = GetComponentInChildren <DeckCards>(); print("Screen width = " + Screen.width.ToString()); hand = GetComponentsInChildren <CardCollection>()[0]; board = GetComponentsInChildren <CardCollection>()[1]; print("PAAAAAAAAAREZZA" + hand.transform.parent.gameObject.tag); print("asjkdfasd 319" + board.transform.parent.gameObject.tag); hand.transform.position = new Vector3(-1.0f * Screen.width / 200, transform.position.y, 0); print("Card collectio" + GetComponentInChildren <CardCollection>().transform.position.ToString()); hand.w = 1.0f * Screen.width / 100; hand.ForceStart(); for (int i = 0; i < number_of_starting_cards; i++) { hand.AddCard(deck.NextCard()); } board.transform.position = new Vector3(hand.transform.position.x, hand.transform.position.y + board_hand_buf, 0); board.w = hand.w; board.ForceStart(); var game = GameObject.FindGameObjectWithTag("game").GetComponent <Game>(); transform.parent.GetComponentInChildren <EndTurn>().Activate(game.player_turn); transform.parent.GetComponentInChildren <EndTurn>().Deactivate((game.player_turn + 1) % 2); }
public void BuildDistrict() { CardVisual selectedCard = gameManager.gameGUI.selectedCard; if (selectedCard != null) { //TODO: make sure district is not already built //TODO: check build district bug, kept card after building district if (coins >= selectedCard.card.cost) { districtstoBuild--; AdjustCoins(-selectedCard.card.cost); Card c = hand.RemoveCardWithID(selectedCard.card.id); gameManager.gameGUI.RemoveCard(c); builtDistricts.AddCard(c); gameManager.gameGUI.RecalculateCardPositions(); gameManager.gameGUI.AddDistrict(c, builtDistricts.collection.Count - 1); if (districtstoBuild == 0) { gameManager.gameGUI.turnButtons[0].interactable = false; } Hashtable table = new Hashtable(); table[(byte)1] = myID; table[(byte)2] = c.id; gameManager.gameClient.SendEvent(11, table, true, false); } } }
public void CreateCollection() { CardCollection collection = ScriptableObject.CreateInstance <CardCollection>(); collection.name = cardsJson.name; bool cancelled = EditorUtility.DisplayCancelableProgressBar("Creating collection", "Creating new collection from current JSON file", 0f); for (int i = 0; i < allCards.Count; i++) { cancelled = EditorUtility.DisplayCancelableProgressBar("Creating collection", $"Adding {allCards[i].name}", (float)i / allCards.Count); if (cancelled) { Debug.LogWarning($"Creation of collection cancelled by user after {i} of {allCards.Count} cards. Asset will not be created."); EditorUtility.ClearProgressBar(); return; } // Debug.Log($"Trying to add card {allCards[i].name} to collection"); collection.AddCard(allCardsUnity.Find(cu => cu.cardName == allCards[i].name)); } EditorUtility.ClearProgressBar(); UnityEditor.AssetDatabase.CreateAsset(collection, $"Assets/Resources/Collections/{collection.name}_collection.asset"); }