示例#1
0
    //for money
    public void setup(int money, EndGameReportInterface _endGameInterface)
    {
        moneyVal         = money;
        card             = null;
        endGameInterface = _endGameInterface;

        //targetPos = GameObject.Find ("lootCenterPos").transform.position;
        //targetPos.y += moneyY;
        Vector3 centerPos = GameObject.Find("lootCenterPos").transform.position;

        targetPos.x = centerPos.x + (1 * 2 - 1) * cardDistX;
        targetPos.y = centerPos.y + cardY - Mathf.Abs((1 - 0.5f) * cardDistY);      // 1f;
        targetPos.z = (float)1 * -0.1f;


        spriteRend.sprite   = coinFrameSprite;
        moneyField.text     = "$" + money;
        nameField.text      = "";
        descField.text      = "";
        levelNumField.text  = "";
        levelTextField.text = "";
        typeField.text      = "";

        //danceAngleRange = 30;
        cardColorSpriteRend.enabled = false;
        setupGeneral();
    }
示例#2
0
 public void setup(LootReward _reward, int _order, EndGameReportInterface _endGameInterface)
 {
     reward            = _reward;
     order             = _order;
     endGameInterface  = _endGameInterface;
     isActive          = true;
     doingAnimation    = false;
     waitBasePos       = GameObject.Find("lootWaitPos").transform.position;
     centerPos         = GameObject.Find("lootCenterPos").transform.position;
     skipAnimationFlag = false;
 }
示例#3
0
    //for cards
    public void setup(Card _card, float orderPrc, int cardOrder, EndGameReportInterface _endGameInterface)
    {
        card             = _card;
        moneyVal         = 0;
        endGameInterface = _endGameInterface;

        //info
        spriteRend.sprite = cardFrameSprite;
        moneyField.text   = "";

        nameField.text      = card.name;
        descField.text      = card.description;
        levelTextField.text = "lvl";
        levelNumField.text  = card.cardLevel.ToString();
        typeField.text      = CardManager.instance.TypeNames [card.type];

        //danceAngleRange = 6;

        danceSpeed += Random.Range(-danceSpeedRange, danceSpeedRange);

        cardColorSpriteRend.enabled = true;
        cardColorSpriteRend.color   = new Color(card.baseHighlightColor.r, card.baseHighlightColor.g, card.baseHighlightColor.b, 0.3f);

        //curve it a little because groups of cards are at the start
        orderPrc = Mathf.Pow(orderPrc, 0.95f);


        //placememt
        Vector3 centerPos = GameObject.Find("lootCenterPos").transform.position;

        targetPos.x = centerPos.x + (orderPrc * 2 - 1) * cardDistX;
        targetPos.y = centerPos.y + cardY - Mathf.Abs((orderPrc - 0.5f) * cardDistY);      // 1f;
        targetPos.z = (float)cardOrder * -0.1f;

        targetPos.x += secondCardOffset.x * (float)cardOrder;
        targetPos.y += secondCardOffset.y * (float)cardOrder;

        //general stuff
        setupGeneral();
    }