// deck destruction is working with this function and above if statement... // void DestroyDeck(){ // Destroy(this.gameObject); // } //VISUAL GameObject CreateACardAtPositionX(StoryAsset c, Vector3 position, Vector3 eulerAngles) { // Instantiate a card depending on its type GameObject NewCard; //GameObject OldCard; Vector3 temp; //List<Vector3> newtemp = new List<Vector3> (); //int ind = new Random(0,newtemp.Count); //Vector3 newtemp; if (c.Description.ToString().Equals("EVENT")) { NewCard = GameObject.Instantiate(eventCardPrefab, position, Quaternion.Euler(eulerAngles)) as GameObject; } else if (c.Description.ToString().Equals("QUEST")) { NewCard = GameObject.Instantiate(questCardPrefab, position, Quaternion.Euler(eulerAngles)) as GameObject; } else { NewCard = GameObject.Instantiate(tournamentCardPrefab, position, Quaternion.Euler(eulerAngles)) as GameObject; } temp = new Vector3(newDeck.transform.position.x + 0f * index, newDeck.transform.position.y, newDeck.transform.position.z); NewCard.transform.position = temp; //newtemp.Add(new Vector3(newDeck.transform.position.x + 0.5f * index, newDeck.transform.position.y, newDeck.transform.position.z)); //NewCard.transform.position = newtemp; print(temp); //this fucntion destroys newCards, as soon as they are created. if (newDeck.storyDeck.Count > 0) { DestroyObject(NewCard, 1); } StoryCardManager manager = NewCard.GetComponent <StoryCardManager>(); manager.storyAsset = c; manager.ReadCardFromAsset(); index++; return(NewCard); }