void BuildCorner3(SubMesh data, CardShape shape, Vector3 v0, Vector3 v1, Vector3 v2) { CardStock Stock = Definition.Stock; int smooth = Stock.Smooth; int vbase = data.VertexList.Count; this.VertexUV(data, shape, v0, UV(shape, 0, 1)); this.VertexUV(data, shape, v1, UV(shape, 0, 1)); this.VertexUV(data, shape, v2, UV(shape, 1, 0)); float deltaAngle = 0.5f * Mathf.PI / (smooth + 1); int prev = vbase + 1; Vector3 vy = v1 - v0; Vector3 vx = v2 - v0; for (int i = 0; i <= smooth; ++i) { if (i < smooth) { float angle = (i + 1) * deltaAngle; float tu = Mathf.Sin(angle); float tv = Mathf.Cos(angle); Vector3 xyz = v0 + tu * vx + tv * vy; Vector2 uv = UV(shape, tu, tv); data.AddVertex(xyz, uv, Color.white); } int vn = vbase + 3 + i; int vprev = (i == 0) ? vbase + 1 : vn - 1; int vnext = (i < smooth) ? vn : vbase + 2; data.AddTriangle(vbase, vprev, vnext); prev = vn; } }
public CardDef(CardAtlas atlas, CardStock stock, string text, string symbol, int pattern) { Atlas = atlas; Stock = stock; Text = text; Symbol = symbol; Pattern = pattern; }
public void SetCardInfo(CardStock _cardStock) { quantityOfCard.text = "x " + _cardStock.GetCount().ToString(); CardInfo cardInfo = _cardStock.GetCardInfo(); //Debug.Log(cardInfo.description); card.GetComponent <Card>().SetCardInfo(cardInfo); }
public void kukuMethod4U() { CardStock cardDeck = new CardStock(); foreach (Card item in cardDeck) { Console.WriteLine(item); } }
public void Testmethod3() { CardStock cardDeck = new CardStock(); for (int i = 0; i < 26; i++) { Console.WriteLine(cardDeck[i]); } }
public CardDef(CardDef def) { Atlas = def.Atlas; Stock = def.Stock; Text = def.Text; Symbol = def.Symbol; Pattern = def.Pattern; Grade = def.Grade; }
public void DealCards(string playerId, params int[] cardIds) { if (!PlayerExists(playerId)) { return; } var cards = cardIds.Select(GetCard).Where(card => card != null).ToArray(); DealCards(_players[playerId], cards); CardStock.SetStockCount(_stock -= cards.Length); }
//我们自己开发的时候都使用这个卡牌定义 //游戏牌初始化定义 public CardDef(CardAtlas atlas, CardStock stock, string image, string cardname, int dianshu, string huase, string classification, string function) { Atlas = atlas; Stock = stock; Image = image; CardName = cardname; Dianshu = dianshu; Huase = huase; Classification = classification; Function = function; //直接默认用full image FullImage = true; }
public CardDef(CardAtlas atlas, CardStock stock, string image, string cardname, string country, int xueliang, string sex, string jineng1, string jineng2, string jineng3, string jineng4) { Atlas = atlas; Stock = stock; Image = image; CardName = cardname; Country = country; Xueliang = xueliang; Sex = sex; Jineng_1 = jineng1; Jineng_2 = jineng2; Jineng_3 = jineng3; Jineng_4 = jineng4; //直接默认用full image FullImage = true; }
private void Deal(int count) { if (CardStock.Count < count * _players.Count) { count = CardStock.Count / _players.Count; } if (count == 0) { StartCoroutine(EndGame()); } else { foreach (var player in _players) { DealCards(player, CardStock.Take(count)); } } }
private IEnumerator LateNewGame() { yield return(null); _players = new List <CardPlayer>(PlayersParent.GetComponentsInChildren <CardPlayer>()); foreach (var cardPlayer in _players) { cardPlayer.SetScore(0); } if (_players.Count == 0) { yield break; } CurrentPlayer.SetFocused(true); CardStock.Clear(); CardStock.AddRange(Cards.Take(_initialStock)); CardStock.Shuffle(); Utils.SetChildrenVisible(transform, false); Deal(_defaultCards); }