void CreateWeaponCard(int index, bool specialCard) { BuyableCard cardCreated = CreateCard(index); List <Baloon> acquiredBaloon = gameController.GetAcquiredBaloon(); int baloonIndex = Random.Range(0, acquiredBaloon.Count); Baloon chosenBaloon = acquiredBaloon[baloonIndex]; if (specialCard) { cardCreated.SetCardStats("Weapon", chosenBaloon.GetName(), "BuyableCard/Weapon/" + chosenBaloon.GetName(), Random.Range(40, 50), "gold", 5000, specialCard); } else { cardCreated.SetCardStats("Weapon", chosenBaloon.GetName(), "BuyableCard/Weapon/" + chosenBaloon.GetName(), Random.Range(8, 20), "gold", 1000, specialCard); } }
BuyableCard CreateCard(int index) { //CREA LA CARTA E LA AGGIUNGE ALL'ARRAY GameObject card = Instantiate(buyableCardPrefab, new Vector2(0, 0), Quaternion.identity); card.transform.SetParent(cardPanel.transform); BuyableCard cardComponent = card.GetComponent <BuyableCard>(); AddCardToCardArray(cardComponent, index); //AGGIUSTA LA POSIZIONE E LO SCALE NEL CANVAS CHE SONO SBALLATE SE NO RectTransform transformComponent = card.GetComponent <RectTransform>(); transformComponent.localScale = new Vector3(1, 1, 1); transformComponent.anchoredPosition = new Vector2(-440 + index * 440, -50); return(cardComponent); }
void AddCardToCardArray(BuyableCard component, int index) { buyableCards[index] = component; }