public void UpdateAllRatings(GameManager.TurnPhase turnPhase) { foreach (Card card in cards) { card.ShowAllRatings(turnPhase); } }
public void DealCards(int amount, Hand hand, GameManager.TurnPhase turnPhase) { cardsToDeal = amount; dealToHand = hand; StartCoroutine(DealCards(turnPhase)); }
public void AllRatings(GameManager.TurnPhase turnPhase) { if (currentCard != null) { currentCard.ShowAllRatings(turnPhase); } }
public void AlignAllCards(GameManager.TurnPhase turnPhase) { foreach (CardSlot slot in allSlots) { slot.AlignCards(turnPhase); } }
public void ShowAllCardRatings(GameManager.TurnPhase turnPhase) { foreach (CardSlot slot in allSlots) { slot.AllRatings(turnPhase); } }
public void TransitionCamera(GameManager.TurnPhase turnPhase) { startRot = transform.rotation; timer = 0f; switch (turnPhase) { case GameManager.TurnPhase.Player1: endRot = player1; timerEnd = 0.5f; moving = true; break; case GameManager.TurnPhase.Wait2: endRot = wait2; timerEnd = 0.75f; StartCoroutine(DelayMoving()); break; case GameManager.TurnPhase.Player2: endRot = player2; timerEnd = 0.5f; moving = true; break; case GameManager.TurnPhase.Wait1: endRot = wait1; timerEnd = 0.75f; StartCoroutine(DelayMoving()); break; } }
public void UpdateHandCardRatings(GameManager.TurnPhase turnPhase) { // Debug.Log("Hand " + name + " is updating card reading during " + turnPhase); foreach (Card card in cards) { card.ShowPlayerRating(turnPhase); } }
public void Organize(GameManager.TurnPhase turnPhase) { // Debug.Log("Hand " + name + " is organizing and updating cards during: " + turnPhase); UpdateCardPositions(); foreach (Card card in cards) { card.ShowPlayerRating(turnPhase); } }
public void AlignCards(GameManager.TurnPhase turnPhase) { if (currentCard != null) { if (turnPhase == GameManager.TurnPhase.Player1) { currentCard.InitMove(Position, Quaternion.LookRotation(Vector3.up, Vector3.forward)); } else if (turnPhase == GameManager.TurnPhase.Player2) { currentCard.InitMove(Position, Quaternion.LookRotation(Vector3.up, Vector3.back)); } } }
IEnumerator DealCards(GameManager.TurnPhase turnPhase) { // Debug.Log("Deck " + name + " dealing cards when " + turnPhase); while (cardsToDeal > 0) { cards[cards.Count - 1].ShowPlayerRating(turnPhase); cards[cards.Count - 1].PutIn(dealToHand); cardsToDeal--; yield return(new WaitForSeconds(0.1f)); } yield return(new WaitForSeconds(0.5f)); dealToHand.Organize(); }
public void ShowAllRatings(GameManager.TurnPhase turnPhase) { if (turnPhase == GameManager.TurnPhase.Player1 || turnPhase == GameManager.TurnPhase.Wait1) { yourValue.text = player1Rating.ToString(); theirValue.text = player2Rating.ToString(); } else if (turnPhase == GameManager.TurnPhase.Player2 || turnPhase == GameManager.TurnPhase.Wait2) { yourValue.text = player2Rating.ToString(); theirValue.text = player1Rating.ToString(); } sumValue.text = (player1Rating + player2Rating).ToString(); }
public void PutIn(CardSlot slot, GameManager.TurnPhase turnPhase) { Deselect(); if (turnPhase == GameManager.TurnPhase.Player1) { InitMove(slot.Position, Quaternion.LookRotation(Vector3.up, Vector3.forward)); } else if (turnPhase == GameManager.TurnPhase.Player2) { InitMove(slot.Position, Quaternion.LookRotation(Vector3.up, Vector3.back)); } status = CardStatus.CardSlot; NewHolder(slot); currentHand = null; }
public void ShowPlayerRating(GameManager.TurnPhase turnPhase) { whoseCard = turnPhase; if (turnPhase == GameManager.TurnPhase.Player1) { yourValue.text = player1Rating.ToString(); theirValue.text = "?"; sumValue.text = (player1Rating).ToString(); } else if (turnPhase == GameManager.TurnPhase.Player2) { yourValue.text = player2Rating.ToString(); theirValue.text = "?"; sumValue.text = (player2Rating).ToString(); } else { yourValue.text = "?"; theirValue.text = "?"; sumValue.text = "?"; } }
public void UpdateHeader(GameManager.TurnPhase turnPhase, string text) { headerGO.SetActive(true); headerText.text = text; switch (turnPhase) { case GameManager.TurnPhase.Wait1: headerImage.color = neutralColor; break; case GameManager.TurnPhase.Player1: headerImage.color = player1Color; break; case GameManager.TurnPhase.Wait2: headerImage.color = neutralColor; break; case GameManager.TurnPhase.Player2: headerImage.color = player2Color; break; } }