public void AddCard(CardBase card) { CardPrefab prefab = new CardPrefab(); prefab.SetCard(card); CardHand.Add(prefab); }
public void SpawnCards() { foreach (var card in CardsToShow) { GameObject newGO = Instantiate(CardPrefab, CardsPanel, false); CardPrefab cardPrefab = newGO.GetComponent <CardPrefab>(); cardPrefab.SetCard(card.Name, card.Description, card.Image, card); Button cardButton = newGO.GetComponent <Button>(); cardButton.onClick.AddListener(delegate { SelectCard(cardPrefab); }); } }
public static void PlayCard(GameObject playedCard) { CardPrefab card = playedCard.GetComponent <CardPrefab>(); card.isPlayed = true; playedCard.transform.GetChild(1).GetComponent <Image>().enabled = false; playedCard.transform.GetChild(2).GetComponent <Image>().enabled = true; playedCard.transform.SetParent(C.playerField.transform, false); }
public Card(GameObject prefab, string name, int attack, int hitpoints) { canAttack = true; //TODO: change so cards can be passive to eg. attack is 0 or just a aura effect or something. isPlayed = false; this.cardName = name; this.attack = attack; this.hitpoints = hitpoints; visual = prefab; visualControl = visual.GetComponent<CardPrefab>(); visualControl.setName(this.cardName); }
public void SpawnCards() { foreach (var card in Player.Instance.Cards) { Card newCardInstance = Object.Instantiate(card) as Card; newCardInstance.Init(Player.Instance); GameObject newGO = Instantiate(CardPrefab, CardParent, false); CardPrefab cardPrefab = newGO.GetComponent <CardPrefab>(); cardPrefab.SetCard(card.Name, card.Description, card.Image, newCardInstance); Button cardButton = newGO.GetComponent <Button>(); cardButton.onClick.AddListener(delegate { CardDoAction(newCardInstance); }); } }
void Start() { dataManager = DataManager.Instance; _possededOnly = true; nextButton.onClick.AddListener(delegate { TaskWithParameters("Up"); }); previousButton.onClick.AddListener(delegate { TaskWithParameters("Down"); }); possededOnlyButton.onClick.AddListener(delegate { TaskWithParameters("PossededOnly"); }); AssignPositions(); cardOfPrefab = CardPrefab.GetComponent <Card>(); InstanciateCards(1, _possededOnly); }
void SelectCard(CardPrefab card) { if (CardsSelected.Count >= MaxCardsSelected) { if (card.IsSelected) { card.IsSelected = false; CardsSelected.Remove(card.Card); } return; } if (card.IsSelected) { CardsSelected.Remove(card.Card); } else { CardsSelected.Add(card.Card); } SwapSelected(card); }
//-------------------------------------------------------------------------------------------------------------- #region Unitycallbacks void Awake() { PlayerHand = GetComponent <IUiPlayerHand>(); CardRenderer = CardPrefab.GetComponent <SpriteRenderer>(); PlayerHand.OnPileChanged += Bend; }
void SwapSelected(CardPrefab card) { card.IsSelected = !card.IsSelected; }
//-------------------------------------------------------------------------------------------------------------- #region Unitycallbacks private void Awake() { CardHandSelector = GetComponent <UiCardHandSelector>(); CardRenderer = CardPrefab.GetComponent <SpriteRenderer>(); CardHandSelector.OnPileChanged += Bend; }