} // CreateMarketGridObjects() // Creates card game objects, places them on the screen, and populates them with deck data public void CreateHandObjects(int playerNum, SyncListCardData hand) { // if (!isLocalPlayer) { // Debug.Log("[GridManager] A non-local player tried to spawn hand objects!"); // return; // } // Debug.Log(debug + "Spawning Cards for ID " + playerNum); // Debug.Log(debug + "Hand size of: " + hand.Count); // Populate the Card prefab // Creates card prefabs and places them on the screen for (int i = 0; i < hand.Count; i++) { float xOff = i * 11 + (((GameManager.width - GameManager.handSize) / 2f) * 11); float yOff = -10; GameObject cardObj = (GameObject)Instantiate(gameCardPrefab, new Vector3(xOff, yOff, 40), Quaternion.identity); // Debug.Log("[GridManager] Spawning Card..."); // NetworkServer.Spawn(cardObj); // Debug.Log("[GridManager] Trying to fill out Hand Card info..."); CardState cardState = cardObj.GetComponent <CardState>(); if (cardState != null) { // Generate and Push the string of the object's name cardState.objectName = (GameManager.CreateCardObjectName("GameCard", playerNum, i)); // Push new values to the CardState to be synchronized across the network FillOutCardState(hand[i], ref cardState); } else { Debug.Log(debug + "This object's card state was null!"); } // if (cardState != null) } // for } // CreateHandObjects()