Exemplo n.º 1
0
    public void DrawAssets()
    {
        foreach (GameObject go in AssetObjects)
        {
            Destroy(go);
        }
        AssetObjects.Clear();
        float space = (StorageEnd.position.x - StorageStart.position.x) / 5.0f;
        int   i     = 0;

        foreach (Card card in GameLogicManager.Instance.PlayerAssets.Skip(CurrentAssetIndex).Take(6))
        {
            if (card == null)
            {
                ++i;
                continue;
            }
            GameObject go = GameObject.Instantiate(AssetPrefab, StorageStart.position + Vector3.right * space * i, Quaternion.identity, transform);
            AssetObjects.Add(go);
            UICard uiCard = go.GetComponent <UICard>();
            uiCard.CardData = card;
            uiCard.UpdateCardData();
            uiCard.IsInAssets = true;
            ++i;
        }
    }
Exemplo n.º 2
0
    public void DrawRiver()
    {
        foreach (GameObject go in RiverObjects)
        {
            Destroy(go);
        }
        RiverObjects.Clear();
        float       space            = (RiverEnd.position.x - RiverStart.position.x) / 6.0f;
        int         i                = 0;
        List <Card> cardsInBottomRow = IsRiverShown ? GameLogicManager.Instance.PlayerRiver : GameLogicManager.Instance.PlayerObjectives;

        foreach (Card card in cardsInBottomRow)
        {
            if (card == null)
            {
                ++i;
                continue;
            }
            GameObject go = GameObject.Instantiate(CardPrefab, RiverStart.position + Vector3.right * space * i, Quaternion.identity, transform);
            RiverObjects.Add(go);
            UICard uiCard = go.GetComponent <UICard>();
            uiCard.CardData = card;
            uiCard.UpdateCardData();
            ++i;
        }
        if (IsRiverShown)
        {
            Vector3 linePos = Line.transform.position;
            linePos.x = 3 * Mathf.Max(GameLogicManager.Instance.PlayerResources.RiverSize - 3, 0);
            Line.transform.position = linePos;
        }
        Line.SetActive(IsRiverShown);
    }