示例#1
0
    // method to add a card to the table
    public void AddCard(CardAsset cardAsset, Vector3 handPosition, int monsterIndex)
    {
        // create a new card from prefab
        GameObject card;

        card = GameObject.Instantiate(GameStateSync.Instance.SkillCardPrefab, handPosition, Quaternion.Euler(new Vector3(0f, -179f, 0f))) as GameObject;

        // apply the look of the card based on the info from CardAsset
        SkillCardManager manager = card.GetComponent <SkillCardManager>();

        manager.cardAsset = cardAsset;
        manager.ReadCardFromAsset();

        // parent this card to our open slot
        Transform openSlot = FindOpenSlot(monsterIndex);

        card.transform.SetParent(openSlot);

        // Bring card to front while it travels from draw spot to hand
        WhereIsTheCardOrMonster w = card.GetComponent <WhereIsTheCardOrMonster>();

        w.SendToBack();
        w.Slot = monsterIndex;

        // move card to the hand;
        Sequence s = DOTween.Sequence();

        s.Insert(0f, card.transform.DORotate(Vector3.zero, GameStateSync.Instance.CardTransitionTime));
        s.Append(card.transform.DOMove(openSlot.position, GameStateSync.Instance.CardTransitionTime));

        s.OnComplete(() => Command.CommandExecutionComplete());
    }
示例#2
0
    public override void OnEndDrag()
    {
        // determine if over a valid target
        GameObject target = DragTarget();

        // turn off user monster highlights
        PlayerArea    area          = GameStateSync.Instance.playerArea;
        MonsterVisual monsterVisual = area.monsterVisual;

        monsterVisual.turnOffAllHighlights();

        if (target != null)
        {
            // turn off hand highlights
            HandVisual handVisual = GameStateSync.Instance.playerArea.handVisual;
            handVisual.turnOffAllHighlights(GameStateSync.Instance.playerArea);

            // target monster index
            MonsterManager monsterManager = target.GetComponent <MonsterManager>();
            AvatarManager  avatarManager  = target.GetComponentInChildren <AvatarManager>();
            int            targetIndex    = monsterManager == null ? 3 : monsterManager.index;

            // find first open skill slot
            Transform openSkillSlot = monsterVisual.FindOpenSlot(targetIndex);

            transform.SetParent(openSkillSlot);
            whereIsCard.SetHandSortingOrder();
            whereIsCard.VisualState = tempState;
            transform.DOMove(openSkillSlot.position, 1f);
            whereIsCard.SendToBack();

            GameStateSync.Instance.playableRequest.playedCardIndexes.Add(savedHandSlot);

            if (GameStateSync.Instance.gameView.phase == GameStateSync.GUTS_PHASE)
            {
                // increment guts
                avatarManager.gutsText.text = (Int32.Parse(avatarManager.gutsText.text) + 1).ToString();
                // make this invisible
                Canvas canvas = GetComponentInChildren <Canvas>();
                canvas.gameObject.SetActive(false);
                BoxCollider collider = GetComponentInChildren <BoxCollider>();
                collider.enabled = false;
            }
            if (GameStateSync.Instance.gameView.phase == GameStateSync.ATTACK_PHASE)
            {
                // add to cards played
                GameStateSync.Instance.attackRequest.user = monsterManager.index;
                GameStateSync.Instance.attackRequest.cardsPlayed.Add(savedHandSlot);
                GameStateSync.Instance.playableRequest.user = monsterManager.index;
                // highlight user to attack
                area.monsterVisual.HighlightMonster(area.highlightColor, monsterManager.index, true);
            }
            if (GameStateSync.Instance.gameView.phase == GameStateSync.DEFEND_PHASE)
            {
                // add to defend request
                DefendTarget defendTarget = new DefendTarget();
                defendTarget.card = savedHandSlot;
                defendTarget.user = monsterManager.index;
                GameStateSync.Instance.defendRequest.cardAndTargets.Add(defendTarget);
            }

            // highlight other playable cards
            StartCoroutine(GameStateSync.Instance.HighlightPlayableCards());
        }
        else
        {
            // Set old sorting order
            whereIsCard.SetHandSortingOrder();
            whereIsCard.VisualState = tempState;
            // Move this card back to its slot position
            HandVisual PlayerHand = GameStateSync.Instance.playerArea.handVisual;
            Vector3    oldCardPos = PlayerHand.slots.Children[savedHandSlot].transform.position;
            transform.DOMove(oldCardPos, 1f);
        }
    }