void Start() { PontosPVitoria = Config.C.GetVitoria(); backImage = Config.C.Selected(); Transform[] a; a = OtherHand.GetComponentsInChildren <Transform>(); places = new Vector3[a.Length - 1]; for (int i = 0; i < places.Length; i++) { places[i] = a[i + 1].position; } Player1.GetCard(0); for (int i = 1; i < CardLimit; i++) { /*int card; * do * { * card = Random.Range(1, Cardlist.cardlist.list.Length); * } while (Player1.cards.Contains(card)); */ Player1.GetCard(Draw(Player1.cards)); } Player2.GetCard(0); for (int i = 1; i < CardLimit; i++) { /*int card; * do * { * card = Random.Range(1, Cardlist.cardlist.list.Length); * } while (Player2.cards.Contains(card)); */ Player2.GetCard(Draw(Player2.cards)); } flip(); if (Player1.myTurn) { for (int i = 0; i < Player1.cards.Count; i++) { ChangeHand.transform.GetChild(i).GetComponent <Image>().sprite = Cardlist.cardlist.list[Player1.cards[i]]; } modHand = Player1.cards; } if (Player2.myTurn) { for (int i = 0; i < Player2.cards.Count; i++) { ChangeHand.transform.GetChild(i).GetComponent <Image>().sprite = Cardlist.cardlist.list[Player2.cards[i]]; } modHand = Player2.cards; } for (int i = 0; i < CardLimit; i++) { MarkHand.Add(0); } }
private void flip() { if (TurnHand.transform.childCount < CardLimit) { Debug.LogError("o limite de cartas é maior que a quantidade de cartas!!"); return; } Image[] s = TurnHand.GetComponentsInChildren <Image>(); List <int> l; if (Player1.myTurn) { l = Player1.cards; seusPontos.text = "Sua pontuação: " + Player1.points; } else { l = Player2.cards; seusPontos.text = "Sua pontuação: " + Player2.points; } for (int i = 0; i < s.Length; i++) { s[i].sprite = Cardlist.cardlist.list[l[i]]; } //se tiver alguma carta da outra mão exposta Image[] OM = OtherHand.GetComponentsInChildren <Image>(false); for (int i = 0; i < OM.Length; i++) { OM[i].GetComponent <Animator>().enabled = false; if (OM[i].sprite != backImage) { OM[i].sprite = backImage; } if (!OM[i].gameObject.GetComponent <Button>().interactable) { OM[i].gameObject.GetComponent <Button>().interactable = true; } } }