public void AddAllLevels() { UiControl ui = UiControl.singleton; for (int i = 0; i < availableLevels.Count; i++) { GameObject g = Instantiate(levelTemplate); g.transform.SetParent(ui.levelGrid); g.SetActive(true); g.GetComponentInChildren <UnityEngine.UI.Text>().text = availableLevels[i]; UILevelButton u = g.GetComponentInChildren <UILevelButton>(); u.targetLevel = availableLevels[i]; levelObjs.Add(g); } }
private void OnBuildButton(UILevelButton levelBtn, DLevel level) { levelBtn.SetLevel(level, () => { selectedLevel = level; // limit number of selected cards to max size specified by level for (int i = selectedCards.Count - 1; i >= 0; i--) { if (i > selectedLevel.deckSize - 1) { var card = selectedCards[i]; selectedCards.Remove(card); inventoryCards.Add(card); } } animations.Play("menu_slide_cards"); }); }