//public void SetPrevFaceDown(CardElement card) //{ // m_PrevFaceDown = card; //} public void SetCardPosition(Solitaire.CardPosition position) { this.position = position; if (m_NextInStack) { m_NextInStack.SetCardPosition(position); } }
public void SetCardProperties(GameController controller, ushort cardValue, string cardName, Sprite backSkin) { m_GameController = controller; m_CardName = cardName; m_CardValue = cardValue; m_Front = m_SpriteAtlas.GetSprite(m_CardName); m_Back = backSkin; m_Renderer.sprite = m_Back; position = Solitaire.CardPosition.Deck; }
public void ResetCardPosition() { //Logger.Instance.PrintLog(Common.DEBUG_TAG, "Card " + this.CardName + " reset position"); this.transform.position = m_PrevPos; m_PrevPos = Vector3.zero; m_IsSelected = false; OnSelectedChange(false); m_IsDragging = false; m_CollidedTag = 0; m_Collided = null; if (m_NextInStack) { m_NextInStack.ResetCardPosition(); } }
//New move hold the current GameData state public MoveCommand(CardElement card, GameData data) { m_Card = card; m_PrevCardPos = card.position; m_PrevPosition = card.transform.position; m_PrevParent = card.transform.parent; m_PrevInStack = card.PrevInStack; if (m_PrevInStack && !m_PrevInStack.IsFaceUp) { m_IsPrevFaceDown = true; } else { m_IsPrevFaceDown = false; } m_CurrentDrawCard = data.currentDrawCard; m_Score = data.score; m_MoveNumber = data.move; }