/// <summary> /// Takes the first card from user's deck and places it in hand. /// If there are no cards left in deck, shuffles all already played /// cards and puts them in deck. /// </summary> public Card DrawCard() { int index = UnityEngine.Random.Range(0, _cardCollection.GetDeckList().Count); string randId = _cardCollection.GetDeckList()[index]; return(_cardCollection.GetDeckCard(randId)); }
/// <summary> /// Sets fields of this panel to show <see cref="PlayerData"/> gathered from <paramref name="user"/>. /// </summary> /// <param name="user">User to be displayed in this panel.</param> private async void PopulateDataAsync(IApiUser user) { StorageObjectId personalStorageId = new StorageObjectId(); personalStorageId.Collection = "personal"; personalStorageId.UserId = _connection.Session.UserId; personalStorageId.Key = "player_data"; IApiStorageObjects personalStorageObjects = await _connection.Client.ReadStorageObjectsAsync(_connection.Session, personalStorageId); PlayerData playerData = new PlayerData(); IUserGroupListUserGroup clan = null; try { IApiUserGroupList clanList = await _connection.Client.ListUserGroupsAsync(_connection.Session); // user should only be in one clan. clan = clanList.UserGroups.Any() ? clanList.UserGroups.First() : null; } catch (ApiResponseException e) { Debug.LogWarning("Error fetching user clans " + e.Message); } CardCollection cardCollection = null; try { var response = await _connection.Client.RpcAsync(_connection.Session, "load_user_cards", ""); cardCollection = response.Payload.FromJson <CardCollection>(); } catch (ApiResponseException e) { throw e; } _usernameText.text = user.Username; _statsText.text = GenerateStats(playerData).TrimEnd(); _clanNameText.text = clan == null ? "<i><color=#b0b0b0>[Not a clan member yet]</color></i>" : clan.Group.Name; List <string> deckIds = cardCollection.GetDeckList(); for (int i = 0; i < deckIds.Count; i++) { Card card = cardCollection.GetDeckCard(deckIds[i]); _cardSlots[i].SetCard(card); } }
/// <summary> /// Updates the cards displayed by each <see cref="CardSlotUI"/> in user's deck. /// </summary> private void UpdateDeckCardsUI(List <string> deckCards) { foreach (CardSlotUI cardSlot in _deckCardsDisplays) { GameObject.Destroy(cardSlot.gameObject); } _deckCardsDisplays.Clear(); foreach (string id in _cardCollection.GetDeckList()) { CardSlotUI cardDisplay = Instantiate(_slotPrefab, _deckPanel.transform, false); cardDisplay.Init(OnCardSelected); cardDisplay.SetCard(_cardCollection.GetDeckCard(id)); _deckCardsDisplays.Add(cardDisplay); } }