public void HandleCardClicked(GameObject card) { Debug.Log("Card Clicked Event Success: " + card); //We buy a card if we have money if (money >= card.GetComponent <Card>().price&& card.transform.parent == shopZone.transform) { UpdateMoney(-1 * card.GetComponent <Card>().price); List <GameObject> cards = new List <GameObject>(); BattleAssets.GetInstance().GetCards(cards); foreach (GameObject c in cards) { //Must iterate through all cards here because we need to add a prefab, not the already instanced card in the shop since it will be deleted upon next scene load. Debug.Log(c.GetComponent <Card>().cardName + card.GetComponent <Card>().cardName); if (c.GetComponent <Card>().cardName == card.GetComponent <Card>().cardName) { GlobalValues.Deck.Add(c); } } } //We sell a card if we have money else if (card.transform.parent == sellZone.transform && fullDeck.Contains(card)) { UpdateMoney(1 * card.GetComponent <Card>().price); GlobalValues.Deck.Remove(card); } }
void PopulateShopZone() { List <GameObject> tempDeck = new List <GameObject>(); tempDeck.Add(Instantiate(BattleAssets.GetInstance().Slop, new Vector3(0, 0, 0), Quaternion.identity)); tempDeck.Add(Instantiate(BattleAssets.GetInstance().Kiki, new Vector3(0, 0, 0), Quaternion.identity)); tempDeck.Add(Instantiate(BattleAssets.GetInstance().Bouba, new Vector3(0, 0, 0), Quaternion.identity)); shopDeck = new BattleHandler.Deck(tempDeck); ParentDeck(shopDeck, shopZone); }
private BattleHandler.Deck InitializeDeck() { List <GameObject> testDeck = new List <GameObject>(); testDeck.Add(BattleAssets.GetInstance().Stab); testDeck.Add(BattleAssets.GetInstance().Stab); testDeck.Add(BattleAssets.GetInstance().Stab); testDeck.Add(BattleAssets.GetInstance().Block); testDeck.Add(BattleAssets.GetInstance().Block); testDeck.Add(BattleAssets.GetInstance().Block); return(new BattleHandler.Deck(testDeck)); }
private void UpdateHealthBars() { BattleAssets.GetInstance().SelfHPBar.text = CURRENT_PLAYER_HEALTH + "/" + MAX_PLAYER_HEALTH; BattleAssets.GetInstance().EnemyHPBar.text = CURRENT_ENEMY_HEALTH + "/" + MAX_ENEMY_HEALTH; if (CURRENT_PLAYER_HEALTH <= 0f) { GameOver(); } if (CURRENT_ENEMY_HEALTH <= 0f) { Victory(); } }
public void AddPrices() { IDictionary <string, int> dict = townPlayerAt.GetEconomy().GetPricesDictionary(); foreach (GameObject card in shopDeck.GetCards()) { card.GetComponent <Card>().price = dict[card.GetComponent <Card>().cardName]; Text txt = Instantiate(BattleAssets.GetInstance().PriceText, new Vector3(0, 0, 0), Quaternion.identity); txt.transform.SetParent(card.transform); txt.transform.localPosition = new Vector3(465, -105, 0); txt.text = card.GetComponent <Card>().price.ToString(); } }