// Update is called once per frame void Update() { // *When in main menu: if (GameManager.ActiveState != GameManager.Gamestate.InGame) { // Find the card collections in main menu if we haven't cached it yet: if (!dtbase) { dtbase = GameObject.FindObjectOfType <V_CardCollections> (); } // Load cards in deck: if (deckData != null) { myDeck = new V_Card[deckData [selectedDeck].cards.Length]; for (int i = 0; i < deckData[selectedDeck].cards.Length; i++) { myDeck [i] = dtbase.gameCards [deckData [selectedDeck].cards[i]]; } } } // *When in game: else { if (!gm) { gm = FindObjectOfType <V_GameManager> (); return; } // Clamp health: health = Mathf.Clamp(health, 0, gm.maxHealth); } }
public static V_CardPresenter selectedCard; // The card presenter we're currently selecting void Start() { // load saved decks if there's any, else, make a random one.... if (PlayerPrefs.HasKey("deck0")) { ReloadDecks(); } else { for (int i = 0; i < decks.Length; i++) { SaveDeckJson(i); } ReloadDecks(); } // Card previews for card database (in future updates, an inventory system will be implemented so this will be revised): cardDatabase = FindObjectOfType <V_CardCollections>(); foreach (V_Card card in cardDatabase.gameCards) { V_CardPresenter prsntr = Instantiate(cardDatabase.cardPresenter, cardDatabase.cardsListContent.transform).GetComponent <V_CardPresenter>(); prsntr.index = System.Array.IndexOf(cardDatabase.gameCards, card); prsntr.index = cardDatabase.cardsListContent.transform.childCount - 1; prsntr.Refresh(); } }
// Update is called once per frame void Update() { if (health <= 0) { health = 0; } if (!isInGame) { V_CardCollections dtbase = GameObject.FindGameObjectWithTag("CardDatabase").GetComponent <V_CardCollections> (); if (deckData != null) { for (int i = 0; i < deckData.Length; i++) { myDeck [i] = dtbase.gameCards [deckData [i]]; } } } }