Пример #1
0
    // Used by ShiftRow to shift the Master Market Grid rows
    // TODO: update to use animations
    private void ShiftMasterMarketGrid(int row, int units)
    {
        int marketWidth = Mathf.CeilToInt((float)MatchController.MasterDeck.marketCardDeck.Count
                                          / (float)config.GameGridHeight);

        for (int x = 0; x < marketWidth; x++)
        {
            for (int y = row; y < config.GameGridHeight; y++)
            {
                if (masterMarketGrid[x, y] != null)
                {
                    float oldX = masterMarketGrid[x, y].CardObject.transform.position.x;
                    float oldY = masterMarketGrid[x, y].CardObject.transform.position.y;
                    // float oldZ = masterMarketGrid[x, y].tileObj.transform.position.z;

                    StartCoroutine(CardAnimations.MoveTileCoroutine(masterMarketGrid[x, y].CardObject,
                                                                    new Vector3(0, shiftUnit, 0), .1f));

                    // masterMarketGrid[x, y].CardObject.transform.position = new Vector3(oldX,
                    //  (oldY += (shiftUnit * units)),
                    //  masterMarketGrid[x, y].CardObject.transform.position.z);
                }
            }
        }
    }
Пример #2
0
    // Used by ShiftRow to shift the Master Grid rows
    private void ShiftMasterGrid(int row, int units)
    {
        for (int x = 0; x < config.GameGridWidth; x++)
        {
            for (int y = row; y < config.GameGridHeight; y++)
            {
                // Debug.Log(debugTag + "Looking for x" + x + ", y" + y);
                // Debug.Log(debug + "Shifting [" + x + ", " + y + "]");
                float oldX = knownOwnersGrid[x, y].CardObject.transform.position.x;
                float oldY = knownOwnersGrid[x, y].CardObject.transform.position.y;
                float oldZ = knownOwnersGrid[x, y].CardObject.transform.position.z;

                StartCoroutine(CardAnimations.MoveTileCoroutine(knownOwnersGrid[x, y].CardObject,
                                                                new Vector3(0, shiftUnit, 0), .1f));

                // knownOwnersGrid[x, y].CardObject.transform.position = new Vector3(oldX,
                //  (oldY += (shiftUnit * units)),
                //  knownOwnersGrid[x, y].CardObject.transform.position.z);
            }
        }
    }