public void Use() { int n = UI_CardPanel.slotNum - 1; card = UI_CardLoader.slots[n].GetComponentInChildren <Card> (); int amount = card.useCost; if (GameManager.composure - amount > 1) { card.AccessAbility(); if (PlayerController.actionSuccessful) { hud.RemoveSegment(amount); loader.DeactivateCard(card.gameObject, true); panel.DisablePanel(); PlayerController.actionSuccessful = false; } } else { print("Not Enough Composure"); } }
public void Carry() { int amount = card.equipCost; int n = UI_CardPanel.slotNum - 1; card = UI_CardLoader.slots [n].GetComponentInChildren <Card> (); GameObject[] equipSlots = GameObject.FindGameObjectsWithTag("EquipSlot"); for (int i = equipSlots.Length; i > 0; i--) { UI_EquipSlot slot = equipSlots [equipSlots.Length - i].GetComponent <UI_EquipSlot> (); if (slot.SlotAvailable()) { if (GameManager.composure - amount > 0) { hud.RemoveSegment(amount); loader.AddtoCarry(card.gameObject); card.gameObject.transform.SetParent(equipSlots [equipSlots.Length - i].transform, false); card.mySlotState = Card.SlotState.EQUIP_SLOT; } else { print("Not enough composure"); } panel.DisablePanel(); break; } } if (card.myCardType == Card.CardType.POSSESSION_CARD) { card.AccessAbility(); } }
public void ActivateSlotFunction() { card = GetComponentInChildren <Card> (); if (card != null && !coolDown) { Debug.Log("Card Name is: " + card.gameObject.name); if (card.myCardType == Card.CardType.ACTION_CARD) { int amount = card.useCost; if (GameManager.composure - amount > 0) { card.AccessAbility(); if (PlayerController.actionSuccessful) { hud.RemoveSegment(amount); StartCoroutine(Cooldown()); PlayerController.actionSuccessful = false; } } else { print("Not Enough Composure"); } } else { Debug.Log("Not an Action Card"); } } else { Debug.Log("No Card Selected"); } }