void Awake() { lastCardIndex = new cardIndex(); getCardIndex_result = new cardIndex(); lastCardIndex.groupIndex = 0; lastCardIndex.cardSubIndex = 0; rndCard = ScriptableObject.CreateInstance(typeof(RandomElementWithPropability)) as RandomElementWithPropability; instance = this; }
bool cardIndexValid(cardIndex ci) { //test, if index is within allowed range of upper group if (ci.groupIndex >= allCards.Length) { return(false); } //test, if index is within allowed range of sub group if (ci.cardSubIndex >= allCards [ci.groupIndex].groupCards.Length) { return(false); } return(true); }
//spawn a card, set its parameters and count it GameObject spawnCard(GameObject go) { //Debug.Log ("new card"); spawnedCard = (GameObject)Instantiate(go); addDrawCnt(go); addBlockCnt(go); decrementBlockCounts(); //Reduce counter for all cards which are blocked by a previous draw. lastCardIndex = getCardIndex(go); saveCardIndex(); getCardAnimator(); spawnedCard.transform.SetParent(CardParent); spawnedCard.transform.localScale = new Vector3(1f, 1f, 1f); actMoveDistance = Vector3.zero; return(spawnedCard); }
public void addToFollowUpStack(GameObject element, int delay) { C_folluwUpStackElement newElement = new C_folluwUpStackElement(); cardIndex aci = getCardIndex(element); cardIndex ci = new cardIndex(); ci.cardSubIndex = aci.cardSubIndex; ci.groupIndex = aci.groupIndex; ci.validIndex = aci.validIndex; newElement.followUpCard = ci; newElement.cardDelay = delay; newElement.waitingTime = 0; followUpStack.followUpStack.Add(newElement); saveFollowUpStack(); }