Пример #1
0
        void InitializeAnimals()
        {
            AnimalCards = new List <Card>();

            for (byte value = 0; value < 2; value++)
            {
                Vector2    newPosition   = startPosition + Vector2.right * Constants.DECK_CARD_POSITION_OFFSET * value;
                GameObject newGameObject = Instantiate(AnimalCardPrefab, newPosition, Quaternion.identity);
                newGameObject.transform.parent = transform;
                Card card = newGameObject.GetComponent <Card>();
                card.SetDisplayingOrder(-1);
                card.transform.position = newPosition;
                AnimalCards.Add(card);
            }
        }
Пример #2
0
        public void SetCardValues(List <byte> values)
        {
            if (DisplayingCards.Count != values.Count)
            {
                Debug.LogError($"Displaying cards count {DisplayingCards.Count} is not equal to card values count {values.Count} for {PlayerId}");
                return;
            }

            for (int index = 0; index < values.Count; index++)
            {
                Card card = DisplayingCards[index];
                card.SetCardValue(values[index]);
                card.SetDisplayingOrder(index);
            }
        }
Пример #3
0
        public void CreateBottomBook(byte cardValue, CardAnimator cardAnimator, int index)
        {
            Vector2 targetPosition = GetBookPositionByIndex(index);
            Card    card           = cardAnimator.TakeFirstDisplayingCard();

            card.SetCardValue(cardValue);
            card.SetDisplayingOrder(-1);
            card.OwnerId = PlayerId;
            card.SetFaceUp(false);
            card.isTouchable = false;

            float      randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION);
            Quaternion rotation       = Quaternion.Euler(Vector3.forward * randomRotation);

            cardAnimator.AddCardAnimation(card, targetPosition, rotation);
            HiddenBooks.Add(card);
            NumberOfHiddenBooks++;
        }
Пример #4
0
        public void CreateTopBook(byte rank, CardAnimator cardAnimator, int index)
        {
            Vector2 targetPosition = GetBookPositionByIndex(index);

            Card card = cardAnimator.TakeFirstDisplayingCard();

            //card.Suit = (Suits)UnityEngine.Random.Range(0, 3);
            //card.Rank = rank;

            card.SetCardValue(rank);

            card.SetDisplayingOrder(0);
            card.OwnerId = PlayerId;
            //card.SetFaceUp(true);
            card.isTouchable = false;

            float      randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION);
            Quaternion rotation       = Quaternion.Euler(Vector3.forward * randomRotation);

            cardAnimator.AddCardAnimation(card, targetPosition, rotation);
            DisplayingBooks.Add(card);

            NumberOfBooks++;
        }