void InitializeAnimals() { AnimalCards = new List <Card>(); for (byte value = 0; value < 2; value++) { Vector2 newPosition = startPosition + Vector2.right * Constants.DECK_CARD_POSITION_OFFSET * value; GameObject newGameObject = Instantiate(AnimalCardPrefab, newPosition, Quaternion.identity); newGameObject.transform.parent = transform; Card card = newGameObject.GetComponent <Card>(); card.SetDisplayingOrder(-1); card.transform.position = newPosition; AnimalCards.Add(card); } }
public void SetCardValues(List <byte> values) { if (DisplayingCards.Count != values.Count) { Debug.LogError($"Displaying cards count {DisplayingCards.Count} is not equal to card values count {values.Count} for {PlayerId}"); return; } for (int index = 0; index < values.Count; index++) { Card card = DisplayingCards[index]; card.SetCardValue(values[index]); card.SetDisplayingOrder(index); } }
public void CreateBottomBook(byte cardValue, CardAnimator cardAnimator, int index) { Vector2 targetPosition = GetBookPositionByIndex(index); Card card = cardAnimator.TakeFirstDisplayingCard(); card.SetCardValue(cardValue); card.SetDisplayingOrder(-1); card.OwnerId = PlayerId; card.SetFaceUp(false); card.isTouchable = false; float randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION); Quaternion rotation = Quaternion.Euler(Vector3.forward * randomRotation); cardAnimator.AddCardAnimation(card, targetPosition, rotation); HiddenBooks.Add(card); NumberOfHiddenBooks++; }
public void CreateTopBook(byte rank, CardAnimator cardAnimator, int index) { Vector2 targetPosition = GetBookPositionByIndex(index); Card card = cardAnimator.TakeFirstDisplayingCard(); //card.Suit = (Suits)UnityEngine.Random.Range(0, 3); //card.Rank = rank; card.SetCardValue(rank); card.SetDisplayingOrder(0); card.OwnerId = PlayerId; //card.SetFaceUp(true); card.isTouchable = false; float randomRotation = UnityEngine.Random.Range(-1 * Constants.BOOK_MAX_RANDOM_ROTATION, Constants.BOOK_MAX_RANDOM_ROTATION); Quaternion rotation = Quaternion.Euler(Vector3.forward * randomRotation); cardAnimator.AddCardAnimation(card, targetPosition, rotation); DisplayingBooks.Add(card); NumberOfBooks++; }