예제 #1
0
    // Update is called once per frame
    public void loadDeck()
    {
        Deak activeDeck = GameObject.Find("player1").GetComponent <Deak>();

        activeDeck.Class = Class;
        deak.CopyTo(activeDeck.deak, 0);
    }
예제 #2
0
파일: Game.cs 프로젝트: Ankine/Test
 private void Reshuffle(Deak currentDeak)
 {
     Console.WriteLine("Disarded cards reshuffle into deak");
     currentDeak.Shuffle();
     discardedCards.Clear();
     currentCard = 0;
 }
예제 #3
0
 private void Reshuffle(Deak currentDeak)
 {
     Console.WriteLine("Disarded cards reshuffle into deak");
     currentDeak.Shuffle();
     discardedCards.Clear();
     currentCard = 0;
 }
예제 #4
0
파일: Game.cs 프로젝트: Ankine/Test
 public Game()
 {
     currentCard = 0;
     playDeak = new Deak(true);
     playDeak.LastCardDrawn += new LastCardDrawnHandler(Reshuffle);
     playDeak.Shuffle();
     discardedCards = new Cards();
 }
예제 #5
0
 public Game()
 {
     currentCard             = 0;
     playDeak                = new Deak(true);
     playDeak.LastCardDrawn += new LastCardDrawnHandler(Reshuffle);
     playDeak.Shuffle();
     discardedCards = new Cards();
 }
 // Update is called once per frame
 public void loadDeck()
 {
     if (SceneManager.GetActiveScene().name == "card_tabel")
     {
         Deak activeDeck = GameObject.Find("player1").GetComponent <Deak>();
         activeDeck.Class = Class;
         deak.CopyTo(activeDeck.deak, 0);
     }
 }
예제 #7
0
    // Start is called before the first frame update
    void Start()
    {
        AS   = GetComponent <AudioSource>();
        cam  = GameObject.Find("Main Camera").GetComponent <Camera>();
        deck = GetComponent <Deak>();
        TBS  = GameObject.Find("maneger object").GetComponent <TurnBaseScript>();
        cm   = GameObject.Find("maneger object").GetComponent <combat_maneger>();

        if (player == true && GameObject.Find("player deck") != null)
        {
            //copies static deck to the player ingame deck
            GameObject.Find("player deck").GetComponent <player_static_deck>().loadDeck();
        }
    }