public void CreateBottomBook(byte cardValue, CardAnimator cardAnimator, int index) { Vector2 targetPosition = GetBookPositionByIndex(index); Card card = cardAnimator.TakeFirstDisplayingCard(); card.SetCardValue(cardValue); card.SetDisplayingOrder(-1); card.OwnerId = PlayerId; card.SetFaceUp(false); card.isTouchable = false; float randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION); Quaternion rotation = Quaternion.Euler(Vector3.forward * randomRotation); cardAnimator.AddCardAnimation(card, targetPosition, rotation); HiddenBooks.Add(card); NumberOfHiddenBooks++; }
public void RestoreBook(Ranks rank, CardAnimator cardAnimator) { Vector2 targetPosition = NextBookPosition(); for (int i = 0; i < 4; i++) { Card card = cardAnimator.TakeFirstDisplayingCard(); int intRankValue = (int)rank; int cardValue = (intRankValue - 1) * 4 + i; card.SetCardValue((byte)cardValue); card.SetFaceUp(true); float randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION); card.transform.position = targetPosition; card.transform.rotation = Quaternion.Euler(Vector3.forward * randomRotation); } numberOfBooks++; }
public void CreateTopBook(byte rank, CardAnimator cardAnimator, int index) { Vector2 targetPosition = GetBookPositionByIndex(index); Card card = cardAnimator.TakeFirstDisplayingCard(); //card.Suit = (Suits)UnityEngine.Random.Range(0, 3); //card.Rank = rank; card.SetCardValue(rank); card.SetDisplayingOrder(0); card.OwnerId = PlayerId; //card.SetFaceUp(true); card.isTouchable = false; float randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION); Quaternion rotation = Quaternion.Euler(Vector3.forward * randomRotation); cardAnimator.AddCardAnimation(card, targetPosition, rotation); DisplayingBooks.Add(card); NumberOfBooks++; }