void ReturnToMyHand() { // move this back to the hand gm.myHand.CorrectCardPositions(); mouseTargetable.SetTargetingGroup(TargetingGroup.CardInMyHandPlayable); status = CardStatus.InHand; sortingLayerManager.SetSortingLayer("CardInHand"); }
public void AddCard(Card c) { if (IsOccupied()) { Debug.LogError("Cannot add card to occupied card slot!"); return; } if (!CardCategoryIsValid(c)) { Debug.LogError("Cannot add card of type " + c.GetCategory() + " to this card slot", this); return; } card = c; mouseTargetable.SetTargetingGroup(GetFullTargetingGroup()); }
public void Setup(CardCategory requiredCardCategory, bool isMine) { this.slotType = requiredCardCategory; // setup slot sprite if (slotType == CardCategory.Operative) { GetComponentInChildren <SpriteRenderer>().sprite = operativeSlotSprite; } else { GetComponentInChildren <SpriteRenderer>().sprite = policySlotSprite; } this.isMine = isMine; // is this a local or enemy operative slot? if (animateIn) { Vector2 scale = transform.localScale; transform.localScale = Vector2.zero; transform.DOScale(scale, 0.2f); } mouseTargetable = GetComponent <MouseTargetable>(); mouseTargetable.SetTargetingGroup(GetEmptyTargetingGroup()); }
void PickUp() { if (heldGO == null && isDraggable && mouseTargetable.TargetingGroupIsActive()) { heldGO = this.gameObject; mouseTargetable.SetTargetingGroup(TargetingGroup.DraggedObject); InvokeAllActions(OnPickUp); } }
/// When the enemy draws a card, this client shouldn't know what it is public void ConcealedSetup(GameManager gm, int playerNumWhoPlayedThis) { isConcealed = true; FlipFaceDown(false); titleText.text = "Concealed"; descriptionText.text = "Concealed"; mouseTargetable = GetComponent <MouseTargetable>(); mouseTargetable.SetTargetingGroup(TargetingGroup.CardInEnemyHand); this.gm = gm; tempPlayerNum = playerNumWhoPlayedThis; }