protected override void PlaceCard(UICard card) { float xPos = -50 + cards.Count * 30; float yPos = -10; card.rect.position = transform.position + new Vector3(xPos, yPos, 0f); }
public override void AddCard(UICard card) { gameObject.SetActive(true); UnHighlightCards(); base.AddCard(card); SelectCard(card); }
public static UICard InstantiateCard(Card card, Transform parent) { UICard UICard = Instantiate(Prefabs.Instance.card, parent).GetComponent <UICard>(); UICard.InitCard(card); return(UICard); }
protected override void PlaceCard(UICard card) { int i = cards.IndexOf(card); float posX = GetCardPosX(i); float posY = GetCardPosY(i); card.rect.position = rect.position + new Vector3(posX, posY, 0f); card.canvas.overrideSorting = false; }
public static UICard CreateCloseup(Card card, Vector3 position, float scaleMultiplier) { UICard closeup = Instantiate(Prefabs.Instance.card, UIMaster.Instance.transform).GetComponent <UICard>(); closeup.InitCard(card); closeup.rect.localScale *= scaleMultiplier; closeup.rect.position = position; closeup.canvas.sortingOrder = 4; closeup.button.interactable = false; return(closeup); }
public IEnumerator ShowDamageCard(Card card, Player player) { UICard cardCloseup = UICard.CreateCloseup(card, new Vector3(9.2f * (Screen.width / 10), 6.2f * (Screen.height / 10), 0f), 1.5f); UIMaster.Instance.UpdateMultiButtonState(UIMultiButton.MultiButtonState.Ready); while (!player.ready) { yield return(null); } Destroy(cardCloseup.gameObject); }
public void SlotCard(UICard card) { // TODO: Move discarding check earlier in the slotting handling if (cards.Count > 0) { if ((card.cardData as CommandCard).cardColor != (cards[cards.Count - 1].cardData as CommandCard).cardColor) { ClearCards(); } else if (cards.Count > 2) { RemoveCard(cards[0]); } } AddCard(card); }
public virtual void AddCard(UICard card) { card.SetParentPanel(this); cards.Add(card); PlaceCard(card); }
public virtual void CardClicked(UICard card) { Debug.Log("Card " + card + " clicked!"); }
public override void CardClicked(UICard card) { CardSlotClicked(); Debug.Log("Slotted card clicked: " + card.cardData.text); }
public override void CardClicked(UICard card) { SelectCard(card); (GameMaster.Instance.currentTurnState as TurnState_Draft).SetCurrentCard(card.cardData as CommandCard); }
protected override void PlaceCard(UICard card) { card.rect.position = transform.position + new Vector3(0f, 15 - 15 * cards.IndexOf(card), 0f); }
public override void RemoveCard(UICard card) { base.RemoveCard(card); Destroy(card.gameObject); UpdateCardValues(); }
public override void AddCard(UICard card) { base.AddCard(card); card.SetHighlightState(UIHighlight.HighlightState.Inactive); UpdateCardValues(); }
public virtual void RemoveCard(UICard card) { cards.Remove(card); }
protected virtual void PlaceCard(UICard card) { card.rect.position = rect.position; card.rect.parent = rect; }
public override void CardClicked(UICard card) { (GameMaster.Instance.currentTurnState as TurnState_Draft).CardPicked(card.cardData as CommandCard); UIMaster.Instance.handPanel.AddCard(card); cards.Remove(card); }