private void PurchaseCard(BaseObject clickedObject) { // The clicked object has the card data stored (this is set up by the CardGridControl) Debug.Assert(clickedObject is Card); CardData cardData = (clickedObject as Card).CardData; Debug.Assert(PlayerMoney >= cardData.Price); PlayerMoney -= cardData.Price; PlayerDataRegistry.Instance.PlayerData.CardDataAssets.Add(CentralCardRegistry.FindCardDataAsset(cardData)); Debug.Fail("Add UI for cards we already own/don't own"); RefreshUI(); }
/// <summary> /// A click callback when we click on a pack. /// Opens the pack and populates our screen with cards /// </summary> /// <param name="baseObject"></param> private void OnPackLeftClicked(BaseObject baseObject) { // Remove any previous cards from packs we have opened foreach (Card card in CardsFromPack) { card.Die(); } // Clear our previous packs from the reference list CardsFromPack.Clear(); // Remove the image in the grid control baseObject.Die(); // Remove an available pack from our player PlayerDataRegistry.Instance.PlayerData.AvailablePacksToOpen--; // Pick random cards from the registry List <CardData> cardData = CentralCardRegistry.PickCardsForPackOpening(); Debug.Assert(cardData.Count == CentralCardRegistry.PackSize); // Add cards to our screen to show these new cards for (int i = 0; i < cardData.Count; i++) { // Position the cards incrementally along the screen and halfway between the top of the grid control and the top of the screen // CreateCard calls LoadContent and Initialise Card card = AddScreenUIObject(cardData[i].CreateCard(null)); card.LocalPosition = new Vector2(300 * (i + 1), (PacksGridControl.WorldPosition.Y - PacksGridControl.Size.Y * 0.5f) * 0.5f); card.ClickableModule.OnLeftClicked += OnCardLeftClicked; card.Flip(CardFlipState.kFaceDown); // Make sure the card is face down initially, so we have the excitement of turning it over! card.StoredObject = PlayerDataRegistry.Instance.PlayerData.CardDataAssets.Contains(CentralCardRegistry.FindCardDataAsset(cardData[i])); card.HandAnimationModule.OffsetToHighlightedPosition = Vector2.Zero; CardsFromPack.Add(card); } // Add the newly unlocked cards to the Player's card registry PlayerDataRegistry.Instance.PlayerData.CardDataAssets.AddRange(CentralCardRegistry.ConvertToAssetList(cardData)); // Stop our grid control from accepting input PacksGridControl.ShouldHandleInput = false; }