/// <summary> /// 生成牌组 /// </summary> public void CreateCardList() { if (this.cardPrefab == null) { return; } // 手牌总数不足则补充 while (this.cardList.Count < GlobalManager.cardCount) { //Card card = CardsData.CreateRandomCard(); CardsData data = CardsData.GetRandomData(); if (data == null) { Debug.LogError("没有更多得牌库"); return; } GameObject cardObject = Instantiate(this.cardPrefab); cardObject.transform.SetParent(cardListTransform); Card card = cardObject.GetComponent <Card>(); //Card card = cardObject.AddComponent<Card>(); data.SettingData(card); //this.cardList.Add(card); } for (int i = 0; i < this.cardList.Count; i++) { if (this.cardList[i] == null) { CardsData data = CardsData.GetRandomData(); if (data == null) { Debug.LogError("没有更多得牌库"); return; } GameObject cardObject = Instantiate(this.cardPrefab); cardObject.transform.SetParent(cardListTransform); Card card = cardObject.GetComponent <Card>(); //Card card = cardObject.AddComponent<Card>(); data.SettingData(card); this.cardList[i] = card; } } }
/// <summary> /// 创建卡牌 /// </summary> /// <param name="_data"></param> /// <returns></returns> public Card CreateCard(CardsData _data) { if (this.cardPrefab == null) { return(null); } GameObject cardObject = Instantiate(this.cardPrefab); cardObject.transform.SetParent(cardListTransform); Card card = cardObject.GetComponent <Card>(); //Card card = cardObject.AddComponent<Card>(); _data.SettingData(card); return(card); //this.cardList[i] = card; }