//for money public void setup(int money, EndGameReportInterface _endGameInterface) { moneyVal = money; card = null; endGameInterface = _endGameInterface; //targetPos = GameObject.Find ("lootCenterPos").transform.position; //targetPos.y += moneyY; Vector3 centerPos = GameObject.Find("lootCenterPos").transform.position; targetPos.x = centerPos.x + (1 * 2 - 1) * cardDistX; targetPos.y = centerPos.y + cardY - Mathf.Abs((1 - 0.5f) * cardDistY); // 1f; targetPos.z = (float)1 * -0.1f; spriteRend.sprite = coinFrameSprite; moneyField.text = "$" + money; nameField.text = ""; descField.text = ""; levelNumField.text = ""; levelTextField.text = ""; typeField.text = ""; //danceAngleRange = 30; cardColorSpriteRend.enabled = false; setupGeneral(); }
public void setup(LootReward _reward, int _order, EndGameReportInterface _endGameInterface) { reward = _reward; order = _order; endGameInterface = _endGameInterface; isActive = true; doingAnimation = false; waitBasePos = GameObject.Find("lootWaitPos").transform.position; centerPos = GameObject.Find("lootCenterPos").transform.position; skipAnimationFlag = false; }
//for cards public void setup(Card _card, float orderPrc, int cardOrder, EndGameReportInterface _endGameInterface) { card = _card; moneyVal = 0; endGameInterface = _endGameInterface; //info spriteRend.sprite = cardFrameSprite; moneyField.text = ""; nameField.text = card.name; descField.text = card.description; levelTextField.text = "lvl"; levelNumField.text = card.cardLevel.ToString(); typeField.text = CardManager.instance.TypeNames [card.type]; //danceAngleRange = 6; danceSpeed += Random.Range(-danceSpeedRange, danceSpeedRange); cardColorSpriteRend.enabled = true; cardColorSpriteRend.color = new Color(card.baseHighlightColor.r, card.baseHighlightColor.g, card.baseHighlightColor.b, 0.3f); //curve it a little because groups of cards are at the start orderPrc = Mathf.Pow(orderPrc, 0.95f); //placememt Vector3 centerPos = GameObject.Find("lootCenterPos").transform.position; targetPos.x = centerPos.x + (orderPrc * 2 - 1) * cardDistX; targetPos.y = centerPos.y + cardY - Mathf.Abs((orderPrc - 0.5f) * cardDistY); // 1f; targetPos.z = (float)cardOrder * -0.1f; targetPos.x += secondCardOffset.x * (float)cardOrder; targetPos.y += secondCardOffset.y * (float)cardOrder; //general stuff setupGeneral(); }