public IEnumerator LoadArt(bool light = false) { coll.enabled = false; string loadedArtPath = ""; yield return(dirViewer.StartCoroutine(dirViewer.SearchForFile(CardLoader.GetSavePath(""), result => loadedArtPath = result))); if (!string.IsNullOrEmpty(loadedArtPath)) { loadedArtPath = SanitizePath(loadedArtPath); ArtTab currTab = tabs.ActiveToggles().First().GetComponent <ArtTab>(); if (currTab.artLayer == art) { if (light) { data.mainArt.lightingDir = loadedArtPath; } else { data.mainArt.imageDir = loadedArtPath; } currTab.artLayer.LoadArt(data.mainArt); } else { for (int i = 0; i < foregroundLayers.Count; i++) { if (currTab.artLayer == foregroundLayers[i]) { if (light) { data.foregroundLayers[i].lightingDir = loadedArtPath; } else { data.foregroundLayers[i].imageDir = loadedArtPath; } currTab.artLayer.LoadArt(data.foregroundLayers[i]); } } for (int i = 0; i < backgroundLayers.Count; i++) { if (currTab.artLayer == backgroundLayers[i]) { if (light) { data.backgroundLayers[i].lightingDir = loadedArtPath; } else { data.backgroundLayers[i].imageDir = loadedArtPath; } currTab.artLayer.LoadArt(data.backgroundLayers[i]); } } } } coll.enabled = true; Save(); }
public const int DECKLIMIT = 10; // the size of the deck // Use this for initialization void Start() { //loaderObject = GameObject.Find ("CardLoader"); CL = GameObject.Find("CardLoarder").GetComponent <CardLoader> (); // Get the current number of cards each type has armsLimit = CL.armsCards.Keys.Count; creatureLimit = CL.creatureCards.Keys.Count; spellLimit = CL.spellCards.Keys.Count; // initialize the number of cards to display armsCount = 0; creatureCount = 0; spellCount = 0; // intialize where to start to display cards armsStart = new Vector3(-140f, 150f, 0); creatureStart = new Vector3(-303, 150f, 0); spellStart = new Vector3(23, 150f, 0); deckStart = new Vector3(240, 150f, 0); // Get each set of cards and assign them to a list deckList = new List <string> (); armsNames = new List <string>(); foreach (string key in CL.armsCards.Keys) { armsNames.Add(key); } creatureNames = new List <string> (); foreach (string key in CL.creatureCards.Keys) { creatureNames.Add(key); } spellNames = new List <string> (); foreach (string key in CL.spellCards.Keys) { spellNames.Add(key); } }
public void LoadArt(CardArt artData) { if (string.IsNullOrEmpty(artData.imageDir)) { print("no dir"); art.color = Color.clear; } else if (!File.Exists(Path.Combine(CardLoader.GetSavePath(""), artData.imageDir))) { print("dir doesn't exist"); art.color = Color.clear; } else { LoadArt(CastleTools.LoadImage(Path.Combine(CardLoader.GetSavePath(""), artData.imageDir))); art.color = Color.white; } if (string.IsNullOrEmpty(artData.lightingDir)) { print("no dir"); lighting.color = Color.clear; } else if (!File.Exists(Path.Combine(CardLoader.GetSavePath(""), artData.lightingDir))) { print("dir doesn't exist"); lighting.color = Color.clear; } else { LoadLighting(CastleTools.LoadImage(Path.Combine(CardLoader.GetSavePath(""), artData.lightingDir))); lighting.color = Color.white; } ApplyMask(artData.masked); }
void Awake() { player1HandPosition = GameObject.Find("Canvas/Player1Hand"); CL = GameObject.Find("CardLoader").GetComponent <CardLoader>(); using (XmlReader reader = XmlReader.Create(new StreamReader(Application.persistentDataPath + "/Decks/DeckList.xml"))) { XmlWriterSettings ws = new XmlWriterSettings(); ws.Indent = true; while (reader.Read()) { switch (reader.NodeType) { case XmlNodeType.Element: switch (reader.Name) { case "Deck": deckName = reader.GetAttribute("Name"); //Debug.Log (deckName); break; } break; case XmlNodeType.Text: //Debug.Log (reader.Value); line = reader.Value; break; } } } player1Deck = line.Split(',').ToList <string> (); player1Deck.RemoveAt(player1Deck.Count - 1); // Remove the blank string at the end of the list of cards RandomizeDeck(player1Deck); DrawStartingHands(player1Deck); //Debug.Log (player1Deck.Count); DisplayHand(player1HandPosition, player1Hand); }
public static void LoadCards() { CardLoader.LoadCards(); whiteDeck = new Deck(CardType.White); blackDeck = new Deck(CardType.Black); }
// 从XML中载入卡牌模板信息 public void LoadCardFromXML() { Card InitCard = new Card(); InitCard.SetMainGameController(MainGameController); CardLoader NewCardLoader = new CardLoader(); string filePath = Application.dataPath + "/Resources/Card.xml"; if (File.Exists(filePath)) { XmlDocument xmlDoc = new XmlDocument(); xmlDoc.Load(filePath); XmlNodeList node = xmlDoc.SelectSingleNode("Card").ChildNodes; foreach (XmlElement CardInfo in node) { Card NewCard = null; foreach (XmlElement CardInfoItem in CardInfo.ChildNodes) { if (CardInfoItem.Name == "CardType") { NewCard = NewCardLoader.GetNewCardByType(CardInfoItem.InnerText); } else if (CardInfoItem.Name == "CardSubInfo") { NewCard.LoadInfoFromXML(CardInfoItem); } } AddCard(NewCard); } } }
void Awake(){ player1HandPosition = GameObject.Find ("Canvas/Player1Hand"); CL = GameObject.Find ("CardLoader").GetComponent<CardLoader>(); using (XmlReader reader = XmlReader.Create (new StreamReader (Application.persistentDataPath + "/Decks/DeckList.xml"))) { XmlWriterSettings ws = new XmlWriterSettings (); ws.Indent = true; while (reader.Read ()) { switch (reader.NodeType) { case XmlNodeType.Element: switch (reader.Name) { case "Deck": deckName = reader.GetAttribute ("Name"); //Debug.Log (deckName); break; } break; case XmlNodeType.Text: //Debug.Log (reader.Value); line = reader.Value; break; } } } player1Deck = line.Split (',').ToList<string> (); player1Deck.RemoveAt (player1Deck.Count - 1); // Remove the blank string at the end of the list of cards RandomizeDeck(player1Deck); DrawStartingHands (player1Deck); //Debug.Log (player1Deck.Count); DisplayHand(player1HandPosition, player1Hand); }
private BoardState LoadUpdatedBoardState() { CardLoader.ResetIds(); var chips = ChipLoader.LoadChips(Rarity.None); var spaces = SpaceLoader.LoadSpaces(); var trainers = TrainerLoader.LoadTrainers(); var items = CardLoader.LoadItems(); var events = CardLoader.LoadEvents(); var elites = EliteLoader.LoadElites(); var boardStateData = LoadBoardState(); var catchSpaceData = LoadCatchSpaces(); var chipData = LoadChips(); var playerData = LoadPlayers(); var spaceData = LoadSpaces(); var trainerData = LoadTrainers(); UpdateTrainers(trainers, trainerData); UpdateChips(chips, chipData); UpdateSpaces(spaces, spaceData, catchSpaceData, chips); var players = CreatePlayers(playerData, trainers, chips, items, spaces.Item1); return(CreateBoardState(boardStateData, chips, items, events, players, spaces, elites)); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } List <Card> toInstantiate = Shuffle(CardLoader.LoadCards(path, GameConfig.deckNum)); cards = new List <CardDisplay>(); cardsToUse = new List <CardDisplay>(); foreach (Card card in toInstantiate) { CardDisplay c = Instantiate(cardPrefab).GetComponent <CardDisplay>(); c.LoadCard(card); c.ColliderActive(false); cards.Add(c); } PosisionateCards(); }
public const int DECKLIMIT = 10; // the size of the deck // Use this for initialization void Start () { //loaderObject = GameObject.Find ("CardLoader"); CL = GameObject.Find("CardLoarder").GetComponent<CardLoader> (); // Get the current number of cards each type has armsLimit = CL.armsCards.Keys.Count; creatureLimit = CL.creatureCards.Keys.Count; spellLimit = CL.spellCards.Keys.Count; // initialize the number of cards to display armsCount = 0; creatureCount = 0; spellCount = 0; // intialize where to start to display cards armsStart = new Vector3 (-140f, 150f, 0); creatureStart = new Vector3 (-303, 150f, 0); spellStart = new Vector3 (23, 150f, 0); deckStart = new Vector3 (240, 150f, 0); // Get each set of cards and assign them to a list deckList = new List<string> (); armsNames = new List<string>() ; foreach (string key in CL.armsCards.Keys) armsNames.Add (key); creatureNames = new List<string> (); foreach (string key in CL.creatureCards.Keys) creatureNames.Add (key); spellNames = new List<string> (); foreach (string key in CL.spellCards.Keys) spellNames.Add (key); }
static Cards() { // Fetch all cards. var cardLoader = new CardLoader(); Card[] cards = cardLoader.Load(); //string json = File.ReadAllText(CardLoader.Path + @"SabberStone\HSProtoSim\Loader\Data\cardData.json"); //string json = File.ReadAllText(Environment.CurrentDirectory + @"\cardData.json"); //var cards = JsonConvert.DeserializeObject<IEnumerable<Card>>(Resources.cardDataJson); //File.WriteAllText(CardLoader.Path + @"SabberStone\HSProtoSim\Loader\Data\cardDataJson.txt", JsonConvert.SerializeObject(cards, Formatting.Indented)); // Set as card definitions Data = new CardContainer(); Data.Load(cards); //Log.Debug("Standard:"); //Enum.GetValues(typeof(CardClass)).Cast<CardClass>().ToList().ForEach(heroClass => for (int i = 0; i < HeroClasses.Length; i++) { CardClass heroClass = HeroClasses[i]; Standard.Add(heroClass, All.Where(c => c.Collectible && (c.Class == heroClass || c.Class == CardClass.NEUTRAL && c.MultiClassGroup == 0 || c.MultiClassGroup == 1 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.HUNTER || c.Class == CardClass.PALADIN || c.Class == CardClass.WARRIOR) || c.MultiClassGroup == 2 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.DRUID || c.Class == CardClass.ROGUE || c.Class == CardClass.SHAMAN) || c.MultiClassGroup == 3 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.MAGE || c.Class == CardClass.PRIEST || c.Class == CardClass.WARLOCK)) && c.Type != CardType.HERO && StandardSets.Contains(c.Set)).ToList().AsReadOnly()); //Log.Debug($"-> [{heroClass}] - {Standard[heroClass].Count} cards."); //}); } //Log.Debug("AllStandard:"); AllStandard = All.Where(c => c.Collectible && c.Type != CardType.HERO && StandardSets.Contains(c.Set)).ToList().AsReadOnly(); //Log.Debug("Wild:"); Enum.GetValues(typeof(CardClass)).Cast <CardClass>().ToList().ForEach(heroClass => { Wild.Add(heroClass, All.Where(c => c.Collectible && (c.Class == heroClass || c.Class == CardClass.NEUTRAL && c.MultiClassGroup == 0 || c.MultiClassGroup == 1 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.HUNTER || c.Class == CardClass.PALADIN || c.Class == CardClass.WARRIOR) || c.MultiClassGroup == 2 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.DRUID || c.Class == CardClass.ROGUE || c.Class == CardClass.SHAMAN) || c.MultiClassGroup == 3 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.MAGE || c.Class == CardClass.PRIEST || c.Class == CardClass.WARLOCK)) && c.Type != CardType.HERO).ToList().AsReadOnly()); //Log.Debug($"-> [{heroClass}] - {Wild[heroClass].Count} cards."); }); //Log.Debug("AllWild:"); AllWild = All.Where(c => c.Collectible && c.Type != CardType.HERO).ToList().AsReadOnly(); StandardCostMinionCards = AllStandard.Where(c => c.Type == CardType.MINION).GroupBy(c => c.Cost).ToDictionary(g => g.Key, g => g.ToList()); WildCostMinionCards = AllWild.Where(c => c.Type == CardType.MINION).GroupBy(c => c.Cost).ToDictionary(g => g.Key, g => g.ToList()); }
public HomeController(ILogger <HomeController> logger) { _logger = logger; CardLoader cardLoader = new CardLoader(); _cardData = cardLoader.LoadCards(); }
/// <summary> /// Sets singleton instance. /// </summary> /// <exception cref="Exception">Throws exception if there are more than one CardLoader</exception> private void Awake() { if (instance != null) { throw new Exception("Multiple CardLoaders exist!"); } instance = this; }
private void Filter() { lbCards.Items.Clear(); foreach (CardItem item in CardLoader.GetFilteredCards(tbSearch.Text, cbDescription.IsChecked, cbbRole.SelectedIndex, Convert.ToInt16(slCost.Value)).OrderBy(x => x.CardData.Name)) { lbCards.Items.Add(item); } }
public TurnPhase(XmlElement from, CardLoader loader) { Name = from.GetAttribute("name"); Deltas = from .GetElementsByTagName("delta") .OfType <XmlElement>() .Select(element => Delta.FromXml(element, loader)) .ToList(); }
// Use this for initialization void Start() { instance = this; Screen.SetResolution(720, 720, false); Load(); cardLoaders = new List <CardLoad>(); CreateCardLoaders(); card.Load(loadedData.data[loadedCard]); }
void Start() { CardLoader.loadCards(); shuffledCards = new List <Card>(CardLoader.deckBang); Shuffle(shuffledCards); sprite = gameObject.GetComponent <CardSprite>(); }
// Use this for initialization void Start() { DeckEditorButtons = new List <GameObject>(); cardLoader = GetComponent <CardLoader>(); deckLoader = GetComponent <DeckLoader>(); deckBuilder = GetComponent <DeckBuilder>(); CurrentDeckToEdit = null; CurrentDeckToPlay = null; }
private void button2_Click(object sender, RoutedEventArgs e) { var loader = new CardLoader(); fullCardView.FrontSide = new CardView() { Card = loader.LoadFromFile("card.card") }; }
public SwapPositionDelta(XmlElement from, CardLoader loader) : base(from, loader) { SendableLane1 = new SendableTarget <Lane>("lane1", from, Lane.IdIssuer); this.SideIndex1 = Int32.Parse(from.Attributes["sideIndex1"].Value); this.Position1 = Int32.Parse(from.Attributes["position1"].Value); SendableLane2 = new SendableTarget <Lane>("lane2", from, Lane.IdIssuer); this.SideIndex2 = Int32.Parse(from.Attributes["sideIndex2"].Value); this.Position2 = Int32.Parse(from.Attributes["position2"].Value); }
private void FillCards(string[] Sources) { #if WINDOWS && EDITOR CardLoader.FillCardsFromLoader(); #endif #if !WINDOWS || !EDITOR CardLoader.FillCards(Sources); #endif PickRandom(CardLoader.SortedCardLists); }
public AddToLaneDelta(XmlElement from, CardLoader loader) : base(from, Lane.IdIssuer, loader) { this.SendableCard = new SendableTarget <Card>("card", from, loader); this.SideIndex = Int32.Parse(from.Attributes["sideIndex"].Value); this.Position = Int32.Parse(from.Attributes["position"].Value); #if (UNITY_EDITOR || UNITY_STANDALONE) this.Unit = new Unit(SendableCard.Target as UnitCard, Int32.Parse(from.Attributes["unitId"].Value), Driver.instance.gameManager); #endif }
public MainMenu() { Program.HandleNetworking = true; CardLoader.Reset(); ClearColor = Color.White; persistentDisplayName = ""; personValue = slogans[new Random().Next(slogans.Count)]; }
private void Close(object sender, CancelEventArgs e) { var loader = new CardLoader(); var bitmap = MakeThumbnail(cardView.Image); using (var thumb = new MemoryStream()) { bitmap.Save(thumb, System.Drawing.Imaging.ImageFormat.Png); loader.SaveToFile("last.card", Card, thumb); } }
private static void ProcessDeltas(XmlDocument doc, CardLoader cl, bool verbose = false) { foreach (XmlElement e in doc.GetElementsByTagName("delta")) { Delta d = Delta.FromXml(e, cl); if (verbose) { Console.WriteLine("Processing delta: '{0}'", e.OuterXml); } d.Apply(); } }
void Start() { _abandon = transform.Find("Abandon").gameObject; _buy = transform.Find("Buy").gameObject; _cards = transform.Find("Cards").gameObject; _cardsList = new List <GameObject>(); _cardLoader = CardLoader.GetComponent <CardLoader>(); foreach (Transform child in _cards.transform) { _cardsList.Add(child.gameObject); } }
static Cards() { var cardLoader = new CardLoader(); var cards = cardLoader.Load(); //string json = File.ReadAllText(CardLoader.Path + @"SabberStone\HSProtoSim\Loader\Data\cardData.json"); //string json = File.ReadAllText(Environment.CurrentDirectory + @"\cardData.json"); //var cards = JsonConvert.DeserializeObject<IEnumerable<Card>>(Resources.cardDataJson); //File.WriteAllText(CardLoader.Path + @"SabberStone\HSProtoSim\Loader\Data\cardDataJson.txt", JsonConvert.SerializeObject(cards, Formatting.Indented)); // Set as card definitions Data = new CardDefinitions(); Data.Load(cards); //Log.Info($"Loaded {All.Count()} cards."); // Wild //Log.Debug("Wild:"); foreach (var heroClass in Enum.GetValues(typeof(CardClass)).Cast <CardClass>()) { Wild.Add(heroClass, All.Where(c => c.Collectible && (c.Class == heroClass || c.Class == CardClass.NEUTRAL && c.MultiClassGroup == 0 || c.MultiClassGroup == 1 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.HUNTER || c.Class == CardClass.PALADIN || c.Class == CardClass.WARRIOR) || c.MultiClassGroup == 2 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.DRUID || c.Class == CardClass.ROGUE || c.Class == CardClass.SHAMAN) || c.MultiClassGroup == 3 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.MAGE || c.Class == CardClass.PRIEST || c.Class == CardClass.WARLOCK)) && c.Type != CardType.HERO).ToList()); //Log.Debug($"-> [{heroClass}] - {Wild[heroClass].Count} cards."); } //Log.Debug("Standard:"); foreach (var heroClass in Enum.GetValues(typeof(CardClass)).Cast <CardClass>()) { Standard.Add(heroClass, All.Where(c => c.Collectible && (c.Class == heroClass || c.Class == CardClass.NEUTRAL && c.MultiClassGroup == 0 || c.MultiClassGroup == 1 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.HUNTER || c.Class == CardClass.PALADIN || c.Class == CardClass.WARRIOR) || c.MultiClassGroup == 2 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.DRUID || c.Class == CardClass.ROGUE || c.Class == CardClass.SHAMAN) || c.MultiClassGroup == 3 && (c.Class == CardClass.NEUTRAL || c.Class == CardClass.MAGE || c.Class == CardClass.PRIEST || c.Class == CardClass.WARLOCK)) && c.Type != CardType.HERO && StandardSets.Contains(c.Set) ).ToList()); //Log.Debug($"-> [{heroClass}] - {Standard[heroClass].Count} cards."); } //Log.Debug("AllStandard:"); AllStandard = All.Where(c => c.Collectible && c.Type != CardType.HERO && StandardSets.Contains(c.Set)).ToList(); //Log.Debug("AllWild:"); AllWild = All.Where(c => c.Collectible && c.Type != CardType.HERO).ToList(); }
// Use this for initialization void Start () { CL = GameObject.Find ("CardLoader").GetComponent<CardLoader> (); player1HandStart = Player1HandObject.transform.position; /* foreach (string s in Deck) Debug.Log (s);*/ RandomizeDeck (Deck); /* Debug.Log ("After Random"); foreach (string s in Deck) Debug.Log (s);*/ DrawStartingHand (); DisplayHand (player1Hand, player1HandStart); }
private IEnumerator DEBUG_AnimateChooseCard() { CardLoader cardLoader = Driver.instance.cardLoader; StringBuilder output = new StringBuilder(); yield return(ChooseCard(new[] { cardLoader.GetByID("Commercial Coms Relay"), cardLoader.GetByID("Ancillary Medical Officer"), cardLoader.GetByID("Cannoneer Drone"), cardLoader.GetByID("Paladin-Class XS Marines") }, output)); Debug.Log(output.ToString()); }
private void Window_Loaded(object sender, RoutedEventArgs e) { Closing += Close; if (File.Exists("last.card")) { var loader = new CardLoader(); Card = loader.LoadFromFile("last.card"); } else { Card = new Card(); } }
// this will return a new instance of the Delta type specified in the XML // and return it // DO THIS INSTEAD OF CALLING ANY SUBCLASSES XML CONSTRUCTOR public static Delta FromXml(XmlElement from, CardLoader cl) { string t = from.Attributes["type"].Value; Type type = Type.GetType(t); if (type.IsSubclassOf(typeof(Delta))) //refuse to construct types that aren't Deltas; do this for safety { ConstructorInfo con = type.GetConstructor(new Type[] { typeof(XmlElement), typeof(CardLoader) }); return(con?.Invoke(new object[] { from, cl }) as Delta); } else { return(null); } }
public void Object_Manager_Test_Load_Card_A_GUI() { // Use the Assert class to test conditions int cardID = 1; manager = freshManager; CardLoader loader = new GameObject().AddComponent <CardLoader>(); CardLoader.SetInstance(loader); loader.loadCards(); manager.LoadCardAGUI(cardID); Assert.AreEqual(true, manager.PlayerACardGui.enabled); }
void Start() { // Get the component scripts CL = GameObject.Find("CardLoader").GetComponent <CardLoader> (); GL = GameObject.Find("GamePlay").GetComponent <GameLoop> (); //These are the objects which each card will be displayed in Player1Hand = GameObject.Find("Player1Hand"); // this is the players hand, cards when drawn will be displayed here Player1Tactics = GameObject.Find("Player1Tactics"); // this is the player's tactics zone, when a spell/arms card is played it goes here Player1Creatures = GameObject.Find("Player1Creatures"); // this is the player's creatures zone, when a creature is played it goes here Player1Stack = GameObject.Find("Player1Stack"); // this is player1's view of the stack // this is the player2's view of the cards player1 has Player2ViewTactics = GameObject.Find("Player2ViewTactics"); // player2's view of player1's tactics zone Player2ViewCreatures = GameObject.Find("Player2ViewCreatures"); // player2's view of player1's creature zone Player2ViewHand = GameObject.Find("Player2ViewHand"); // player2's view of player1's hand Player2Stack = GameObject.Find("Player2Stack"); // player2's view of the stack // The positions to display the cards at Player1HandPos = Player1Hand.transform.position; // the hand position Player1HandPos.z -= 1f; // move the position to be just infront of the gameobject Player1TacticsPos = Player1Tactics.transform.position; // position the card in the correct place in relation to the gameobject Player1TacticsPos.z -= 1f; Player1TacticsPos.y += 3f; Player1CreaturesPos = Player1Creatures.transform.position; // position the card in the correct place in relation to the game object Player1CreaturesPos.z -= 1f; Player1CreaturesPos.y += 3f; Player1StackPos.z = -1f; // the positions to display the cards player 2 can see Player2HandViewPos = Player2ViewHand.transform.position; Player2HandViewPos.z -= 1f; // move the position to be just in front of the game object Player2TacticsViewPos = Player2ViewTactics.transform.position; // position the card in the correct place in relation to the game object Player2TacticsViewPos.z -= 1f; Player2TacticsViewPos.y += 3f; Player2CreatureViewPos = Player2ViewCreatures.transform.position; // position the card in the correct place in relation to the game object Player2CreatureViewPos.z -= 1f; Player2CreatureViewPos.y += 3f; Player2StackPos = Player2Stack.transform.position; // position the card in the correct place in relation to the game object Player2StackPos.z -= 1f; Player2StackPos.x -= 21f; Player2StackPos.y += 9f; }
void Start () { // Get the component scripts CL = GameObject.Find ("CardLoader").GetComponent<CardLoader> (); GL = GameObject.Find ("GamePlay").GetComponent<GameLoop> (); //These are the objects which each card will be displayed in Player1Hand = GameObject.Find("Player1Hand"); // this is the players hand, cards when drawn will be displayed here Player1Tactics = GameObject.Find("Player1Tactics"); // this is the player's tactics zone, when a spell/arms card is played it goes here Player1Creatures = GameObject.Find("Player1Creatures"); // this is the player's creatures zone, when a creature is played it goes here Player1Stack = GameObject.Find("Player1Stack"); // this is player1's view of the stack // this is the player2's view of the cards player1 has Player2ViewTactics = GameObject.Find ("Player2ViewTactics"); // player2's view of player1's tactics zone Player2ViewCreatures = GameObject.Find ("Player2ViewCreatures"); // player2's view of player1's creature zone Player2ViewHand = GameObject.Find ("Player2ViewHand"); // player2's view of player1's hand Player2Stack = GameObject.Find ("Player2Stack"); // player2's view of the stack // The positions to display the cards at Player1HandPos = Player1Hand.transform.position; // the hand position Player1HandPos.z -= 1f; // move the position to be just infront of the gameobject Player1TacticsPos = Player1Tactics.transform.position; // position the card in the correct place in relation to the gameobject Player1TacticsPos.z -= 1f; Player1TacticsPos.y += 3f; Player1CreaturesPos = Player1Creatures.transform.position; // position the card in the correct place in relation to the game object Player1CreaturesPos.z -= 1f; Player1CreaturesPos.y += 3f; Player1StackPos.z = -1f; // the positions to display the cards player 2 can see Player2HandViewPos = Player2ViewHand.transform.position; Player2HandViewPos.z -= 1f; // move the position to be just in front of the game object Player2TacticsViewPos = Player2ViewTactics.transform.position; // position the card in the correct place in relation to the game object Player2TacticsViewPos.z -= 1f; Player2TacticsViewPos.y += 3f; Player2CreatureViewPos = Player2ViewCreatures.transform.position; // position the card in the correct place in relation to the game object Player2CreatureViewPos.z -= 1f; Player2CreatureViewPos.y += 3f; Player2StackPos = Player2Stack.transform.position; // position the card in the correct place in relation to the game object Player2StackPos.z -= 1f; Player2StackPos.x -= 21f; Player2StackPos.y += 9f; }
// Use this for initialization void Start () { // both players start with no creatures on the stack numPlayer1Creatures = 0; numPlayer2Creatures = 0; HP = transform.GetComponent<Health> (); // get the component to track player's health player1.enabled = true; // view player 1's board player2.enabled = false; CL = GameObject.Find ("CardLoader").GetComponent<CardLoader> (); // get the script to view hand card info player1HandObject = GameObject.Find ("Player1Hand"); // get Player1's hand object to display cards on player1ViewHand = GameObject.Find ("Player1ViewHand"); // get the view player1 has of player2's hand player2HandObject = GameObject.Find ("Player2Hand"); // get player2's hand object to view hand card info player2ViewHand = GameObject.Find ("Player2ViewHand"); // get the view player2 has of player 1's hand DisplayHand (player1HandObject, player2ViewHand, player1Hand); // display palyer 1's hand/; isPlayer1 = false; // player1's field has been filled, switch to player2 isPlayer2 = true; DisplayHand (player2HandObject, player1ViewHand, player2Hand); // display player2's board turnCount = 0; }
void Start () { CL = GameObject.Find ("CardLoader").GetComponent<CardLoader> (); GP = GameObject.Find ("GamePlayHandler").GetComponent<GamePlay1> (); }
// Use this for initialization void Start () { CL = GameObject.Find ("CardLoader").GetComponent<CardLoader> (); }