private static void CorrectDeck2_AddItemToHand() { string cardname = "apollobow"; CardManager.Card chosenCard = null; foreach (CardManager.Card card in Game.instance.currentDeck) { if (card.name.Equals(cardname)) { chosenCard = card; break; } } foreach (CardManager.Card card in Game.instance.reserveDeck) { if (card.name.Equals(cardname)) { chosenCard = card; break; } } if (chosenCard != null) { Game.instance.currentDeck.Remove(chosenCard); SameDistanceChildren distance = Visual.instance.TreasureHand.GetComponent <SameDistanceChildren>(); int emptySlotIndex = distance.GetOccupiedSlotsNumber(); GameObject treasureslot = distance.slots[emptySlotIndex]; OneCardManager.CreateOneCardManager(chosenCard, treasureslot); } }
private IEnumerator PrepareCardForNewGameCoroutine() { TestTools.DeckCorrection(); new WaitForSeconds(.01f); foreach (CardManager.Card card in Game.instance.currentDeck) { GameObject cardPoint = Visual.instance.CardPointOutside; GameObject cardObject = OneCardManager.CreateOneCardManager(card, cardPoint); } yield return(new WaitForSeconds(.01f)); Command.CommandExecutionComplete(); }
public void FillByCards(List <CardManager.Card> cards) { VisualTool.RemoveChildrensFromTransform(CardListContent.transform); foreach (CardManager.Card VARIABLE in cards) { GameObject slot = Instantiate(Visual.instance.prefabBasicRect, CardListContent.transform); RectTransform transform = slot.GetComponent <RectTransform>(); VisualTool.SetAnchorPreset(transform); GameObject cmObject = OneCardManager.CreateOneCardManager(VARIABLE, slot); VisualTool.SetAnchorPreset(cmObject.GetComponent <RectTransform>()); } }
public static void TestCardMove() { CardManager.Instance().Init(); CardManager.Instance().Shuffle(); float duration = 1f; CardManager.Card c; //for (int i = 0; i < CardManager.Instance().shuffledList.Count; i++) for (int i = 0; i < 2; i++) { GameObject cardPoint = Visual.instance.CardPointOutside; c = CardManager.Instance().shuffledList[i]; GameObject cardObject = OneCardManager.CreateOneCardManager(c, cardPoint); MoveCardToAnotherParent(cardObject, Visual.instance.CardDeckFrame.transform); } }
public static void TestFillDeckOld() { CardManager.Instance().Init(); CardManager.Instance().Shuffle(); float duration = .5f; CardManager.Card c; Sequence s = DOTween.Sequence(); List <GameObject> shuffledCards = new List <GameObject>(); //for (int i = 0; i < CardManager.Instance().shuffledList.Count; i++) for (int i = 0; i < 5; i++) { GameObject cardPoint = Visual.instance.CardPointOutside; c = CardManager.Instance().shuffledList[i]; GameObject cardObject = OneCardManager.CreateOneCardManager(c, cardPoint); SetCanvasOrderInObject(cardObject, i); shuffledCards.Add(cardObject); s.Append(cardObject.transform.DOMove(Visual.instance.CardDeckFrame.transform.position, duration)).SetEase(Ease.Flash); s.Join(cardObject.transform.DORotate(new Vector3(0f, 179f, 0f), duration)); } s.onComplete = () => { foreach (GameObject go in shuffledCards) { go.transform.SetParent(Visual.instance.CardDeckFrame.transform); } }; s.Play(); }
private IEnumerator PrepareCardForNewGameCoroutine() { foreach (CardManager.Card card in Game.instance.currentDeck) { GameObject cardObject = OneCardManager.CreateOneCardManager(card, Visual.instance.CardDeckFrame); cardObject.transform.DORotate(new Vector3(0f, 179f, 0f), 0); } SameDistanceChildren distance = Visual.instance.CurrentEncounter.GetComponent <SameDistanceChildren>(); foreach (CardManager.Card card in Game.instance.currentEncounter) { int index = Game.instance.currentEncounter.IndexOf(card); GameObject slot = distance.slots[index]; GameObject cardObject = OneCardManager.CreateOneCardManager(card, slot); } SameDistanceChildren treasureHand = Visual.instance.TreasureHand.GetComponent <SameDistanceChildren>(); foreach (CardManager.Card card in Game.instance.TreasureHand) { int index = Game.instance.TreasureHand.IndexOf(card); GameObject slot = treasureHand.slots[index]; GameObject cardObject = OneCardManager.CreateOneCardManager(card, slot); } foreach (Effect effect in Game.instance.CardEffects) { GameObject effectActorObject = EffectActor.CreateNewEffectActor(effect); } yield return(new WaitForSeconds(.01f)); GameLogicEvents.eventUpdateCurrentEncounter.Invoke(); Command.CommandExecutionComplete(); }
private static IEnumerator FillDeckCoroutine() { CardManager.Instance().Init(); CardManager.Instance().Shuffle(); float duration = .5f; CardManager.Card c; List <GameObject> shuffledCards = new List <GameObject>(); //for (int i = 0; i < CardManager.Instance().shuffledList.Count; i++) int shuffledCardNumber = 30; float smallAmountOfTime = .01f; float moveCardDuration = 0.5f; for (int i = 0; i < shuffledCardNumber; i++) { GameObject cardPoint = Visual.instance.CardPointOutside; c = CardManager.Instance().shuffledList[i]; GameObject cardObject = OneCardManager.CreateOneCardManager(c, cardPoint); SetCanvasOrderInObject(cardObject, i); MoveCardToAnotherParent(cardObject, Visual.instance.CardDeckFrame.transform); //shuffledCards.Add(cardObject); yield return(new WaitForSeconds(smallAmountOfTime)); } ; yield return(new WaitForSeconds(shuffledCardNumber * smallAmountOfTime + moveCardDuration)); Debug.Log("End FillDeckCoroutine"); }
public void SetCurrentDiceEncounterObject() { CardManager.Card diceEncounterCard = Visual.instance.GetCurrentEnemyCard(); currentDiceEncounterObject = OneCardManager.CreateOneCardManager(diceEncounterCard, Visual.instance.currentDiceEncounter); currentDiceEncounterOneCardManager = currentDiceEncounterObject.GetComponent <OneCardManager>(); }