public void MoveToPlace() { // StartCoroutine(moveCardsToHand(2)); if (hasMoverAbility && cards.Count > 0) { fillUp = false; dontFlip = false; dontSwap = false; movespeed = 1f; for (int i = 0; i < playerHandLocations.Count; i++) { moverAbility.Move(new List <IPokerObject>() { cards[i] }, new List <Locations>() { dealerPosition }, new List <Locations>() { playerHandLocations[i] }, this); } } }
IEnumerator getCards(int numberOfCards) { for (int i = 0; i < numberOfCards; i++) { IPokerObject ob = realDeck.GetLast(); dealercards.Add(ob); realDeck.RemoveLast(); ob.GetPokerObject.transform.SetParent(uicards.parentOfPositions); } for (int i = 0; i < dealercards.Count; i++) { if (hasMoverAbility) { parent.dontFlip = false; parent.isRealPlayer = true; parent.fillUp = true; parent.speed = delayeBetweenMiddleCard.Value; moverAbility.Move(new List <IPokerObject>() { dealercards[i] }, new List <Locations>() { uicards.startLocation }, new List <Locations>() { uicards.endLocationsList[i + 1] }, parent); } if (numberOfCards < 3) { delayeBetweenMiddleCard.Variable.SetValue(0.1f); } else { delayeBetweenMiddleCard.Variable.SetValue(defaultV); } yield return(new WaitForSeconds(delayeBetweenMiddleCard.Value)); } float t = delayeBetweenMiddleCard * dealercards.Count; yield return(new WaitForSeconds(t)); currentTurn.Variable.SetValue(activePlayers.Value[playerIncrease.Value]); shouldPlay.Raise(); }