示例#1
0
    // Make cd the new target card
    void MoveToTarget(CardProspector cd)
    {
        // If there is currently a target card, move it to discardPile
        if (target != null)
        {
            MoveToDiscard(target);
        }

        target              = cd; // cd is the new target
        cd.state            = CardState.target;
        cd.transform.parent = layoutAnchor;

        // Move to the target position
        cd.transform.localPosition = new Vector3
                                     (
            layout.multiplier.x * layout.discardPile.x,
            layout.multiplier.y * layout.discardPile.y,
            -layout.discardPile.layerID
                                     );

        cd.faceUp = true;                       // Make it face-up

        // Set the depth sorting
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortOrder(0);
    }
示例#2
0
    // Moves the current target to the discardPile

    void MoveToDiscard(CardProspector cd)
    {
        // Set the state of the card to discard

        cd.state = eCardState.discard;

        discardPile.Add(cd);                // Add it to the discardPile List<>

        cd.transform.parent = layoutAnchor; // Update its transform parent



        // Position this card on the discardPile

        cd.transform.localPosition = new Vector3(

            layout.multiplier.x * layout.discardPile.x,

            layout.multiplier.y * layout.discardPile.y,

            -layout.discardPile.layerID + 0.5f);

        cd.faceUp = true;

        // Place it on top of the pile for depth sorting

        cd.SetSortingLayerName(layout.discardPile.layerName);

        cd.SetSortOrder(-100 + discardPile.Count);
    }
示例#3
0
	}//end of CardClicked

	void MoveToDiscard (CardProspector cd){
		cd.state = CardState.discard;
		discardPile.Add (cd);
		cd.transform.parent = layoutAnchor;
		cd.transform.localPosition = new Vector3 (layout.multiplier.x * layout.discardPile.x, layout.multiplier.y * layout.discardPile.y, -layout.discardPile.layerID + 0.5f);
		cd.faceUP = true;
		cd.SetSortingLayerName (layout.discardPile.layerName);
		cd.SetSortOrder (-100 + discardPile.Count);
	}//end of MoveToDiscard
示例#4
0
	}//end of MoveToDiscard

	void MoveToTarget(CardProspector cd){
		if (target != null) MoveToDiscard (target);
		target = cd;
		cd.state = CardState.target;
		cd.transform.parent = layoutAnchor;
		cd.transform.localPosition = new Vector3 (layout.multiplier.x * layout.discardPile.x, layout.multiplier.y * layout.discardPile.y, -layout.discardPile.layerID);
		cd.faceUP = true;
		cd.SetSortingLayerName (layout.discardPile.layerName);
		cd.SetSortOrder (0);
	}//end of MoveToTarget
示例#5
0
    private void MoveToDiscard(CardProspector card)
    {
        card.State = CardState.Discard;
        this.DiscardPile.Add(card);
        card.transform.parent        = this.LayoutAnchor;
        card.transform.localPosition = new Vector3(this.Layout.Multiplier.x * this.Layout.DiscardPile.X, this.Layout.Multiplier.y * this.Layout.DiscardPile.Y, -this.Layout.DiscardPile.LayerId + 0.5f);
        card.FaceUp = true;

        card.SetSortingLayerName(this.Layout.DiscardPile.LayerName);
        card.SetSortOrder(-100 + this.DiscardPile.Count);
    }
    void MoveToWaste(CardProspector cd)
    {
        cd.state = eCardState.waste;
        wastePile.Add(cd);

        cd.transform.parent = layoutAnchor;

        cd.transform.localPosition = new Vector3(layout.multiplier.x * layout.drawPile.x, layout.multiplier.y * layout.drawPile.y - 5, -layout.drawPile.layerID + .01f);
        cd.faceUp = true;
        cd.SetSortingLayerName(layout.drawPile.layerName);
        cd.SetSortOrder(-100 + (wastePile.Count * 5));
    }
示例#7
0
 private void MoveToTarget(CardProspector card)
 {
     if (this.Target != null)
     {
         this.MoveToDiscard(this.Target);
     }
     this.Target                  = card;
     card.State                   = CardState.Target;
     card.transform.parent        = this.LayoutAnchor;
     card.transform.localPosition = new Vector3(this.Layout.Multiplier.x * this.Layout.DiscardPile.X, this.Layout.Multiplier.y * this.Layout.DiscardPile.Y, -this.Layout.DiscardPile.LayerId);
     card.FaceUp                  = true;
     card.SetSortingLayerName(this.Layout.DiscardPile.LayerName);
     card.SetSortOrder(0);
 }
示例#8
0
 // Убираем текущий таргет в биту
 void MoveToDiscard(CardProspector cd)
 {
     // Задаём статус карты
     cd.state = CardState.discard;
     discardPile.Add(cd);                       // Добавляем карту в список биты
     cd.transform.parent        = layoutAnchor; // Обновляем родителя
     cd.transform.localPosition = new Vector3(
         layout.multiplier.x * layout.discardPile.x,
         layout.multiplier.y * layout.discardPile.y,
         -layout.discardPile.layerID + 0.5f);
     cd.faceUp = true;
     // Распологаем на вершине биты
     cd.SetSortingLayerName(layout.discardPile.layerName);
     cd.SetSortOrder(-100 + discardPile.Count);
 }
示例#9
0
 //移动当前目标纸牌到弃牌堆
 void MoveToDiscard(CardProspector cd)
 {
     //设置纸牌的状态为丢弃
     cd.state = CardState.discard;
     discardPile.Add(cd);
     cd.transform.parent        = layoutAnchor;//更新transform父元素
     cd.transform.localPosition = new Vector3(
         layout.multiplier.x * layout.discardPile.x,
         layout.multiplier.y * layout.discardPile.y,
         -layout.discardPile.layerID + 0.5f);
     //定位到弃牌堆
     cd.faceUp = true;
     //放到牌堆顶部用于深度排序
     cd.SetSortingLayerName(layout.discardPile.layerName);
     cd.SetSortOrder(-100 + discardPile.Count);
 }
示例#10
0
    void MoveToDiscard(CardProspector cd)
    {
        //change state
        cd.state = eCardState.discard;
        //add to discard pile
        discardPile.Add(cd);
        //update transform parent even though im fairly sure its parent is already layoutAnchor
        cd.transform.parent = layoutAnchor;

        cd.transform.localPosition = new Vector3(
            layout.multiplier.x * layout.discardPile.x,
            layout.multiplier.y * layout.discardPile.y,
            -layout.discardPile.layerID + 0.5f);
        cd.faceUp = true;
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortOrder(-100 + discardPile.Count);
    }
示例#11
0
    // Moves the current target to the discardPile
    void MoveToDiscard(CardProspector cd)
    {
                // Set the state of the card to discard
                cd.state = eCardState.discard;

        discardPile.Add(cd);
        // Add it to the discardPile List<>
        cd.transform.parent = layoutAnchor;
        // Update its transform parent
        // Position this card on the discardPile
        cd.transform.localPosition = new Vector3(layout.multiplier.x * layout.discardPile.x, layout.multiplier.y * layout.discardPile.y, -layout.discardPile.layerID + 0.5f);
        cd.faceUp = true;
                // Place it on top of the pile for depth sorting
                cd.SetSortingLayerName(layout.discardPile.layerName);

        cd.SetSortOrder(-100 + discardPile.Count);
    }
示例#12
0
 //moves the curren target to the discardPile
 void MoveToDiscard(CardProspector cd)
 {
     //set the state of the card to discard
     cd.state = CardState.discard;
     discardPile.Add(cd);
     cd.transform.parent        = layoutAnchor;
     cd.transform.localPosition = Vector3.Lerp(cd.transform.localPosition, new Vector3
                                               (
                                                   layout.multiplier.x * layout.discardPile.x,
                                                   layout.multiplier.y * layout.discardPile.y,
                                                   -layout.discardPile.layerID + 0.5f
                                               ), 0.25f);
     //position it on the discard pile
     cd.faceUp = true;
     //place it on top of the pile for depth sorting
     cd.SetSortingLayerName(layout.discardPile.layerName);
     cd.SetSortOrder(-100 + discardPile.Count);
 }
示例#13
0
 //从待抽取的卡堆中抽取一张新的target
 void MoveToTarget(CardProspector cd)
 {
     if (target != null)
     {
         MoveToDiscard(target);
     }
     target              = cd;
     cd.state            = eCardState.target;
     cd.transform.parent = layoutAnchor;   //先移动到世界坐标系的位置
     //把抽取的卡片移动到target的位置,注意是与parent: layerAnchor的相对位置
     cd.transform.localPosition = new Vector3(
         layout.multiplier.x * layout.discardPile.x,
         layout.multiplier.y * layout.discardPile.y,
         -layout.discardPile.layerID
         );
     cd.faceUp = true;
     cd.SetSortingLayerName(layout.discardPile.layerName);
     cd.SetSortOrder(0);
 }
示例#14
0
    // Make cd the new target card
    void MoveToTarget(CardProspector cd)
    {
        // If there is currently a target card, move it to discardPile
        if (target != null)
        {
            MoveToDiscard(target);
        }
        target = cd;  // cd is the new target
                cd.state = eCardState.target;
        cd.transform.parent = layoutAnchor;
                // Move to the target position
                cd.transform.localPosition = new Vector3(layout.multiplier.x * layout.discardPile.x, layout.multiplier.y * layout.discardPile.y, -layout.discardPile.layerID);

        cd.faceUp = true;
        // Make it face-up
        // Set the depth sorting
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortOrder(0);
    }
示例#15
0
 // Задаём новый таргет
 void MoveToTarget(CardProspector cd)
 {
     // Если уже есть таргет, убираем последний в биту
     if (target != null)
     {
         MoveToDiscard(target);
     }
     target              = cd; // Новый таргет
     cd.state            = CardState.target;
     cd.transform.parent = layoutAnchor;
     // Перемещаем в позицию таргета
     cd.transform.localPosition = new Vector3(
         layout.multiplier.x * layout.discardPile.x,
         layout.multiplier.y * layout.discardPile.y,
         -layout.discardPile.layerID);
     cd.faceUp = true;   // Видим таргет
     // Задаём глубину прорисовки
     cd.SetSortingLayerName(layout.discardPile.layerName);
     cd.SetSortOrder(0);
 }
示例#16
0
 //使cd成为新的目标牌
 void MoveToTarget(CardProspector cd)
 {
     //如果当前已有目标牌,则将它移动到弃牌堆
     if (target != null)
     {
         MoveToDiscard(target);
     }
     target              = cd;//cd成为新的目标牌
     cd.state            = CardState.target;
     cd.transform.parent = layoutAnchor;
     //移动到目标位置
     cd.transform.localPosition = new Vector3(
         layout.multiplier.x * layout.discardPile.x,
         layout.multiplier.y * layout.discardPile.y,
         -layout.discardPile.layerID);
     cd.faceUp = true;//纸牌正面朝上
     //设置深度排序
     cd.SetSortingLayerName(layout.discardPile.layerName);
     cd.SetSortOrder(0);
 }
示例#17
0
 public void newTarget(CardProspector card)
 {
     target.state = CardState.discard;
     target.SetSortingLayerName ("discard");
     if (card.state == CardState.tableau)
         tableau.Remove (card);
     else if (card.state == CardState.drawpile)
         drawPile.Remove (card);
     card.faceUp = true;
     card.layoutID = layout.discardPile.id;
     card.transform.parent = layoutAnchor;
     card.transform.localPosition = new Vector3 (layout.discardPile.x,layout.discardPile.y,-layout.discardPile.layerID);
     card.slotDef = layout.discardPile;
     card.state = CardState.target;
     card.SetSortingLayerName (layout.discardPile.layerName);
     discardPile.Add (card);
     target = card;
     if (tableau.Count == 0)
     {
         Puntos.S.Totaliza();
         Win();
     }
     else if (drawPile.Count == 0)
     {
         bool lose = true;
         foreach (CardProspector c in tableau)
         {
             if (c.faceUp && possibleTarget(c))
             {
                 lose = false;
                 break;
             }
         }
         if (lose)
         {
             Puntos.S.Totaliza();
             Lose();
         }
     }
 }
示例#18
0
    // make cd the new target card
    void MoveToTarget(CardProspector cd)
    {
        if (target != null)
        {
            MoveToDiscard(target);                      // if there is a target card, move it to dP
        }
        target              = cd;
        cd.state            = eCardState.target;
        cd.transform.parent = layoutAnchor;

        // move to the target position
        // position this card on the dP
        cd.transform.localPosition = new Vector3(
            layout.multiplier.x * layout.discardPile.x,
            layout.multiplier.y * layout.discardPile.y,
            -layout.discardPile.layerID);

        cd.faceUp = true;
        // set the depth sorting
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortOrder(0);
    }
    // Move the top card of the DrawPile to the target
    void MoveToTarget(CardProspector cd)
    {
        // Set the card state to target
        cd.state = CardState.target;

        // Set the parent and localpotion to the target position
        cd.transform.parent        = layoutAnchor;
        cd.transform.localPosition = new Vector3(
            layout.multiplier.x * layout.discardPile.x,
            layout.multiplier.y * layout.discardPile.y,
            -layout.discardPile.layerId);

        // Set the faceUp
        cd.faceUp = true;

        // Set it to target
        target = cd;

        // Place it on the target layer and set the order
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortingOrder(0);
    }
    // Moves the current target to the discardPile
    void MoveToDiscard(CardProspector cd)
    {
        // Set the card state to discard
        cd.state = CardState.discard;

        // Set the parent and localposition to the discardpile
        cd.transform.parent = layoutAnchor;
        float x = layout.multiplier.x * layout.discardPile.x;
        float y = layout.multiplier.y * layout.discardPile.y;

        cd.transform.localPosition = new Vector3(x, y, -layout.discardPile.layerId + 0.5f);

        // Set the faceUp
        cd.faceUp = true;

        // Add it to the list of discardPile
        discardPile.Add(cd);

        // Place it on top of the pile for depth sorting
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortingOrder(-100 + discardPile.Count);
    }
    // Arrange all the cards of the drawPile to show how many are left
    void UpdateDrawPile()
    {
        // go through all the left cards in the drawPile
        for (int i = 0; i < drawPile.Count; i++)
        {
            // Set the position
            CardProspector cd = drawPile[i];
            cd.transform.parent        = layoutAnchor;
            cd.transform.localPosition = new Vector3(
                layout.multiplier.x * (layout.drawPile.x + i * layout.drawPile.stagger.x),
                layout.multiplier.y * (layout.drawPile.y + i * layout.drawPile.stagger.y),
                -layout.drawPile.layerId + i * 0.1f);

            // Set the face down
            cd.faceUp = false;

            // Set the state as drawpile
            cd.state = CardState.drawpile;

            // Sorting the order and layers
            cd.SetSortingLayerName(layout.drawPile.layerName);
            cd.SetSortingOrder(-10 * i);
        }
    }
示例#22
0
 // Make cd the new target card
 void MoveToTarget(CardProspector cd)
 {
     // If there is currently a target card, move it to discardPile
     if (target != null) MoveToDiscard(target);
     target = cd; // cd is the new target
     cd.state = CardState.target;
     cd.transform.parent = layoutAnchor;
     // Move to the target position
     cd.transform.localPosition = new Vector3(
         layout.multiplier.x * layout.discardPile.x,
         layout.multiplier.y * layout.discardPile.y,
         -layout.discardPile.layerID );
     cd.faceUp = true; // Make it face-up
     // Set the depth sorting
     cd.SetSortingLayerName(layout.discardPile.layerName);
     cd.SetSortOrder(0);
 }
示例#23
0
 // Moves the current target to the discardPile
 void MoveToDiscard(CardProspector cd)
 {
     // Set the state of the card to discard
     cd.state = CardState.discard;
     discardPile.Add(cd); // Add it to the discardPile List<>
     cd.transform.parent = layoutAnchor; // Update its transform parent
     cd.transform.localPosition = new Vector3(
         layout.multiplier.x * layout.discardPile.x,
         layout.multiplier.y * layout.discardPile.y,
         -layout.discardPile.layerID+0.5f );
     // ^ Position it on the discardPile
     cd.faceUp = true;
     // Place it on top of the pile for depth sorting
     cd.SetSortingLayerName(layout.discardPile.layerName);
     cd.SetSortOrder(-100+discardPile.Count);
 }
    // CardClicked is called any time a card in the game is clicked
    public void CardClicked(CardProspector cd)
    {
        // The reaction is determined by the state of the clicked card

        switch (cd.state)
        {
        case eCardState.discard:
            return;

            break;

        case eCardState.drawpile1:
            drawpile1.RemoveAt(drawpile1.Count - 1);
            UpdateClockFace(drawpile1);
            break;

        case eCardState.drawpile2:
            drawpile2.RemoveAt(drawpile2.Count - 1);
            UpdateClockFace(drawpile2);
            break;

        case eCardState.drawpile3:
            drawpile3.RemoveAt(drawpile3.Count - 1);
            UpdateClockFace(drawpile3);
            break;

        case eCardState.drawpile4:
            drawpile4.RemoveAt(drawpile4.Count - 1);
            UpdateClockFace(drawpile4);
            break;

        case eCardState.drawpile5:
            drawpile5.RemoveAt(drawpile5.Count - 1);
            UpdateClockFace(drawpile5);
            break;

        case eCardState.drawpile6:
            drawpile6.RemoveAt(drawpile6.Count - 1);
            UpdateClockFace(drawpile6);
            break;

        case eCardState.drawpile7:
            drawpile7.RemoveAt(drawpile7.Count - 1);
            UpdateClockFace(drawpile7);
            break;

        case eCardState.drawpile8:
            drawpile8.RemoveAt(drawpile8.Count - 1);
            UpdateClockFace(drawpile8);
            break;

        case eCardState.drawpile9:
            drawpile9.RemoveAt(drawpile9.Count - 1);
            UpdateClockFace(drawpile9);
            break;

        case eCardState.drawpile10:
            drawpile10.RemoveAt(drawpile10.Count - 1);
            UpdateClockFace(drawpile10);
            break;

        case eCardState.drawpile11:
            drawpile11.RemoveAt(drawpile11.Count - 1);
            UpdateClockFace(drawpile11);
            break;

        case eCardState.drawpile12:
            drawpile12.RemoveAt(drawpile12.Count - 1);
            UpdateClockFace(drawpile12);
            break;

        case eCardState.drawpile13:
            drawpile13.RemoveAt(drawpile13.Count - 1);
            UpdateClockFace(drawpile13);
            break;
        }

        cd.state = eCardState.discard;
        SlotDef tSD = layout.sDict["drawpile" + cd.rank];

        cd.slotDef.x               = tSD.x;
        cd.slotDef.y               = tSD.y;
        cd.slotDef.faceUp          = true;
        cd.transform.localPosition = new Vector3(layout.multiplier.x * tSD.x, layout.multiplier.y * tSD.y, 0);
        cd.SetSortingLayerName(layout.sortingLayerNames[0]);
        discardPile.Add(cd);

        //case eCardState.drawpile:
        //    // Clicking any card in the drawPile will draw the next card
        //    MoveToDiscard(target); // Moves the target to the discardPile
        //    MoveToTarget(Draw()); // Moves the next drawn card to the target
        //    UpdateDrawPile(); // Restacks the drawPile
        //    ScoreManager.EVENT(eScoreEvent.draw);
        //    FloatingScoreHandler(eScoreEvent.draw);
        //    break;

        //case eCardState.tableau:
        //    // Clicking a card in the tableau will check if it's a valid play
        //    bool validMatch = true;
        //    if (!cd.faceUp)
        //    {
        //        // If the card is face-down, it's not valid
        //        validMatch = false;
        //    }
        //    if(!AdjacentRank(cd, target))
        //    {
        //        // If it's not an adjacent rank, it's not valid
        //        validMatch = false;
        //    }
        //    if (!validMatch) return; // return if not valid

        //    // If we got here then it's a valid card
        //    tableau.Remove(cd); // Remove it from the tableau List
        //    MoveToTarget(cd); // Make it the target card
        //    SetTableauFaces(); // Update tableau card face-ups
        //    ScoreManager.EVENT(eScoreEvent.mine);
        //    FloatingScoreHandler(eScoreEvent.mine);
        //    break;

        // Check to see whether the game is over or not
        //CheckForGameOver();
    }
示例#25
0
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;


public class Prospector : MonoBehaviour
{

    static public Prospector S;

    [Header("Set in Inspector")]
    public TextAsset deckXML;
    public TextAsset layoutXML;
    public float xOffset = 3;
    public float yOffset = -2.5f;
    public Vector3 layoutCenter;
    public Vector2 fsPosMid = new Vector2(0.5f, 0.90f);
    public Vector2 fsPosRun = new Vector2(0.5f, 0.75f);
    public Vector2 fsPosMid2 = new Vector2(0.4f, 1.0f);
    public Vector2 fsPosEnd = new Vector2(0.5f, 0.95f);
    public float reloadDelay = 2f;
    public Text gameOverText, roundResultText, highScoreText;


    [Header("Set Dynamically")]
    public Deck deck;
    public Layout layout;
    public List<CardProspector> drawPile;
    public Transform layoutAnchor;
    public CardProspector target;
    public List<CardProspector> tableau;
    public List<CardProspector> discardPile;
    public FloatingScore fsRun;




    void Awake()
    {
        S = this;
        SetUpUITexts();
    }
    void SetUpUITexts()
    {
        // Set up the HighScore UI Text
        GameObject go = GameObject.Find("HighScore");
        if (go != null)
        {
            highScoreText = go.GetComponent<Text>();
        }
        int highScore = ScoreManager.HIGH_SCORE;
        string hScore = "High Score: " + Utils.AddCommasToNumber(highScore);
        go.GetComponent<Text>().text = hScore;
        // Set up the UI Texts that show at the end of the round
        go = GameObject.Find("GameOver");
        if (go != null)
        {
            gameOverText = go.GetComponent<Text>();
        }
        go = GameObject.Find("RoundResult");
        if (go != null)
        {
            roundResultText = go.GetComponent<Text>();
        }
        // Make the end of round texts invisible
        ShowResultsUI(false);
    }
    void ShowResultsUI(bool show)
    {
        gameOverText.gameObject.SetActive(show);
        roundResultText.gameObject.SetActive(show);
    }




    void Start()
    {
        Scoreboard.S.score = ScoreManager.SCORE;
        deck = GetComponent<Deck>();
        deck.InitDeck(deckXML.text);
        Deck.Shuffle(ref deck.cards);
        layout = GetComponent<Layout>();
        layout.ReadLayout(layoutXML.text);

        drawPile = ConvertListCardsToListCardProspectors(deck.cards);
        LayoutGame();
    }

    List<CardProspector> ConvertListCardsToListCardProspectors(List<Card> lCD)
    {
        List<CardProspector> lCP = new List<CardProspector>();
        CardProspector tCP;
        foreach (Card tCD in lCD)
        {
            tCP = tCD as CardProspector; // a
            lCP.Add(tCP);
        }
        return (lCP);
    }
    CardProspector Draw()
    {
        CardProspector cd = drawPile[0]; // Pull the 0th CardProspector
        drawPile.RemoveAt(0); // Then remove it from List<> drawPile
        return (cd); // And return it
    }
    // LayoutGame() positions the initial tableau of cards, a.k.a. the "mine"
    void LayoutGame()
    {
        // Create an empty GameObject to serve as an anchor for the tableau // a
        if (layoutAnchor == null)
        {
            GameObject tGO = new GameObject("_LayoutAnchor");
            // ^ Create an empty GameObject named _LayoutAnchor in the Hierarchy
            layoutAnchor = tGO.transform; // Grab its Transform
            layoutAnchor.transform.position = layoutCenter; // Position it
        }
        CardProspector cp;
        // Follow the layout
        foreach (SlotDef tSD in layout.slotDefs)
        {

            cp = Draw(); 
            cp.faceUp = tSD.faceUp; 
            cp.transform.parent = layoutAnchor; 
                                                
            cp.transform.localPosition = new Vector3(
            layout.multiplier.x * tSD.x,
            layout.multiplier.y * tSD.y,
            -tSD.layerID);
            // ^ Set the localPosition of the card based on slotDef
            cp.layoutID = tSD.id;
            cp.slotDef = tSD;
            // CardProspectors in the tableau have the state CardState.tableau
            cp.state = eCardState.tableau;
            cp.SetSortingLayerName(tSD.layerName);
            tableau.Add(cp);
        }
        foreach (CardProspector tCP in tableau)
        {
            foreach (int hid in tCP.slotDef.hiddenBy)
            {
                cp = FindCardByLayoutID(hid);
                tCP.hiddenBy.Add(cp);
            }
        }
        MoveToTarget(Draw());

        UpdateDrawPile();
    }
    // Convert from the layoutID int to the CardProspector with that ID
    CardProspector FindCardByLayoutID(int layoutID)
    {
        foreach (CardProspector tCP in tableau)
        {
            // Search through all cards in the tableau List<>
            if (tCP.layoutID == layoutID)
            {
                // If the card has the same ID, return it
                return (tCP);
            }
        }
        // If it's not found, return null
        return (null);
    }
    // This turns cards in the Mine face-up or face-down
    void SetTableauFaces()
    {
        foreach (CardProspector cd in tableau)
        {
            bool faceUp = true; // Assume the card will be face-up
            foreach (CardProspector cover in cd.hiddenBy)
            {
                // If either of the covering cards are in the tableau
                if (cover.state == eCardState.tableau)
                {
                    faceUp = false; // then this card is face-down
                }
            }
            cd.faceUp = faceUp; // Set the value on the card
        }
    }
    void MoveToDiscard(CardProspector cd)
    {
        // Set the state of the card to discard
        cd.state = eCardState.discard;
        discardPile.Add(cd); // Add it to the discardPile List<>
        cd.transform.parent = layoutAnchor; // Update its transform parent
                                            // Position this card on the discardPile
        cd.transform.localPosition = new Vector3(
        layout.multiplier.x * layout.discardPile.x,
        layout.multiplier.y * layout.discardPile.y,
        -layout.discardPile.layerID + 0.5f);
        cd.faceUp = true;
        // Place it on top of the pile for depth sorting
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortOrder(-100 + discardPile.Count);
    }
    // Make cd the new target card
    void MoveToTarget(CardProspector cd)
    {
        // If there is currently a target card, move it to discardPile
        if (target != null) MoveToDiscard(target);
        target = cd; // cd is the new target
        cd.state = eCardState.target;
        cd.transform.parent = layoutAnchor;
        // Move to the target position
        cd.transform.localPosition = new Vector3(
        layout.multiplier.x * layout.discardPile.x,
        layout.multiplier.y * layout.discardPile.y,
        -layout.discardPile.layerID);
        cd.faceUp = true; // Make it face-up
                          // Set the depth sorting
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortOrder(0);
    }
    // Arranges all the cards of the drawPile to show how many are left
    void UpdateDrawPile()
    {
        CardProspector cd;
        // Go through all the cards of the drawPile
        for (int i = 0; i < drawPile.Count; i++)
        {
            cd = drawPile[i];
            cd.transform.parent = layoutAnchor;
            // Position it correctly with the layout.drawPile.stagger
            Vector2 dpStagger = layout.drawPile.stagger;
            cd.transform.localPosition = new Vector3(
            layout.multiplier.x * (layout.drawPile.x + i * dpStagger.x),
            layout.multiplier.y * (layout.drawPile.y + i * dpStagger.y),
            -layout.drawPile.layerID + 0.1f * i);
            cd.faceUp = false; // Make them all face-down
            cd.state = eCardState.drawpile;
            // Set depth sorting
            cd.SetSortingLayerName(layout.drawPile.layerName);
            cd.SetSortOrder(-10 * i);
        }
    }
    public void CardClicked(CardProspector cd)
    {
       
        switch (cd.state)
        {
            case eCardState.target:
               
                break;
            case eCardState.drawpile:

                MoveToDiscard(target);
                MoveToTarget(Draw()); 
                UpdateDrawPile(); 
                ScoreManager.EVENT(eScoreEvent.draw);
                FloatingScoreHandler(eScoreEvent.draw);
                break;

            case eCardState.tableau:



                bool validMatch = true;
                if (!cd.faceUp)
                {
                    // If the card is face-down, it's not valid
                    validMatch = false;
                }
                if (!AdjacentRank(cd, target))
                {
                    // If it's not an adjacent rank, it's not valid
                    validMatch = false;
                }
                if (!validMatch) return; 
                                         
                tableau.Remove(cd); 
                MoveToTarget(cd);
                SetTableauFaces();
                ScoreManager.EVENT(eScoreEvent.mine);
                FloatingScoreHandler(eScoreEvent.mine);
                break;
        }
        CheckForGameOver();
    }
    void CheckForGameOver()
    {
        // If the tableau is empty, the game is over
        if (tableau.Count == 0)
        {
            // Call GameOver() with a win
            GameOver(true);
            return;
        }
        // If there are still cards in the draw pile, the game's not over
        if (drawPile.Count > 0)
        {
            return;
        }
        // Check for remaining valid plays
        foreach (CardProspector cd in tableau)
        {
            if (AdjacentRank(cd, target))
            {
                // If there is a valid play, the game's not over
                return;
            }
        }
        // Since there are no valid plays, the game is over
        // Call GameOver with a loss
        GameOver(false);
    }
    // Called when the game is over. Simple for now, but expandable
    void GameOver(bool won){
        int score = ScoreManager.SCORE;
        if (fsRun != null) score += fsRun.score;
        if (won)
        {
示例#26
0
 void MoveToTarget(CardProspector cd)
 {
     if (target != null) MoveToDiscard (target);
     target = cd;
     cd.state = CardState.target;
     cd.transform.parent = layoutAnchor;
     cd.transform.localPosition = new Vector3 (
         layout.multiplier.x * layout.discardPile.x,
         layout.multiplier.y * layout.discardPile.y,
         -layout.discardPile.layerID	);
     cd.faceUp = true;
     cd.SetSortingLayerName (layout.discardPile.layerName);
     cd.SetSortOrder (0);
 }
示例#27
0
    void MoveToDiscard(CardProspector cd)
    {
        cd.state = CardState.discard;
        discardPile.Add (cd);
        cd.transform.parent = layoutAnchor;
        cd.transform.localPosition = new Vector3 (
            layout.multiplier.x * layout.discardPile.x,
            layout.multiplier.y * layout.discardPile.y,
            -layout.discardPile.layerID+0.5f);

        cd.faceUp = true;
        cd.SetSortingLayerName(layout.discardPile.layerName);
        cd.SetSortOrder(-100+discardPile.Count);
    }