//public GameObject drawn; void Awake () { facade = GetComponent<SpriteRenderer>(); facade.sprite = s; orig = prefab.transform.position; numAnimated = 0; pos = new List<Vector3>(); pos.Add(new Vector3(orig.x-8, orig.y, orig.z)); //L1 pos.Add(new Vector3(orig.x - 6.5F, orig.y, orig.z)); //L2 pos.Add(new Vector3(orig.x - 5, orig.y, orig.z));//L3 pos.Add(new Vector3(orig.x + 8, orig.y, orig.z));//R1 pos.Add(new Vector3(orig.x + 6.5F, orig.y, orig.z));//R2 pos.Add(new Vector3(orig.x + 5, orig.y, orig.z));//R3 pos.Add(new Vector3(orig.x - 3.5F, orig.y, orig.z));//L4 pos.Add(new Vector3(orig.x + 3.5F, orig.y, orig.z));//R4 pos.Add(new Vector3(orig.x - 2, orig.y, orig.z));//L5 pos.Add(new Vector3(orig.x + 2, orig.y, orig.z));//R5 VictimGenerator v = new VictimGenerator(); PlayerClass[] p = new PlayerClass[2]; p[0] = new PlayerClass("PETA player", "insert room name here", 1, "PETA"); p[1] = new PlayerClass("AARP player", "insert room name here", 1, "AARP"); d = new Deck(v, 1, p, prefab); Debug.Log("The Deck is aware of " + d.affiliations.Length + " distinct player affiliations among " + p.Select(x => x.getAffiliation()).Distinct().Aggregate((i, j) => i + ", " + j)); foreach (GameObject c in d.cards) { Debug.Log("The Deck contains " + c.GetComponent<LayeredCardModel>().v.ToString()); } }
void Awake() { VictimGenerator v = new VictimGenerator(); PlayerClass[] p = new PlayerClass[2]; p[0] = new PlayerClass("PETA player","insert room name here",1, "PETA"); p[1] = new PlayerClass("AARP player","insert room name here",1, "AARP"); d = new Deck(v,1,p,prefab); //Aggregate((i, j) => i + delimeter + j) Debug.Log("The Deck is aware of "+d.affiliations.Length+" distinct player affiliations among "+p.Select(x=>x.getAffiliation()).Distinct().Aggregate((i,j)=>i+", "+j)); foreach (GameObject c in d.cards) { Debug.Log("The Deck contains " + c.GetComponent<LayeredCardModel>().v.ToString()); } // Debug.Log("We just drew the first card. It's " + d.draw().GetComponent<LayeredCardModel>().v.ToString()); }