// Play other player cards private void EventPlayOPCards(Transform playerTransform, string[] cards) { int multipler = (int)Mathf.Ceil(cards.Length / 2); for (int i = 0; i < cards.Length; i++) { SelectableCard card = NGUITools.AddChild(playedCardHolder.gameObject, Resources.Load(Global.SCREEN_PATH + "/GameScreen/SelectableCard", typeof(GameObject)) as GameObject).GetComponent <SelectableCard>(); playedCards.Add(card); card.Init(GetCardTexture(cards[i])); card.transform.position = playerTransform.position; float rotateZ = Random.Range(0, cardMaxRotateZ); if (i < multipler) { card.PlayCard(playedCardHolder, new Vector3(-(multipler - i) * cardSpaceX, 0, 0), new Vector3(0, 0, rotateZ), false); } else { card.PlayCard(playedCardHolder, new Vector3((i - multipler) * cardSpaceX, 0, 0), new Vector3(0, 0, -rotateZ), false); } } SortCardDepth(playedCards); }
public override void StartNewGame() { // Init user cards for (int i = 0; i < userCards.Count; i++) { GameObject tempCard = NGUITools.AddChild(cardHolder.gameObject, Resources.Load(Global.SCREEN_PATH + "/GameScreen/SelectableCard", typeof(GameObject)) as GameObject); tempCard.name = i.ToString(); // UI2DSprite card = tempCard.GetComponent<UI2DSprite>(); // card.sprite2D = GetCardTexture(userCards[i]); SelectableCard tempSelectableCard = tempCard.GetComponent <SelectableCard>(); tempSelectableCard.Init(GetCardTexture(userCards[i]), true); userSelectableCards.Add(tempSelectableCard); tempSelectableCard.eventTrigger.inputParams = new object[] { tempSelectableCard }; EventDelegate.Set(tempSelectableCard.eventTrigger.onClick, delegate() { SelectCard((SelectableCard)tempSelectableCard.eventTrigger.inputParams[0]); }); } // Sort card depth to display (card on the right is on top) SortCardDepth(userSelectableCards); cardHolder.Reposition(); for (int i = 0; i < userSelectableCards.Count; i++) { Utils.SetActive(userSelectableCards[i].gameObject, false); StartCoroutine(ShowCard(i)); } }