2022-03-16 14:59:40 -07:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Deck : MonoBehaviour
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{
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public List<CardData> cardDataList;
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public List<CardData> drawList;
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// Control Card Display
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public List<GameObject> drawDisplayList;
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public List<CardData> handList;
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public List<CardData> discardList;
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// Control Card Display
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public List<GameObject> discardDisplayList;
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public List<CardData> wasteList;
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public int randomSeed;
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public GameObject handCardTemplate;
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public GameObject cardDisplayTemplate;
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public GameObject drawListContent;
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public GameObject discardListContent;
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// Start is called before the first frame update
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void Start()
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{
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randomSeed = 200;
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Random.InitState(randomSeed);
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for (int i = 0; i < cardDataList.Count; i++)
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{
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drawList.Add(cardDataList[i]);
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GameObject tempDrawDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DrawListContent"));
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tempDrawDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(cardDataList[i]);
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tempDrawDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = cardDataList[i].artwork;
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tempDrawDisplay.SetActive(true);
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drawDisplayList.Add(tempDrawDisplay);
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}
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drawListContent.SetActive(false);
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discardListContent.SetActive(false);
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void DrawCards(int amount)
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{
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for (int i = 0; i < amount; i++)
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{
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if (drawList.Count == 0)
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{
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Shuffle();
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}
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if(drawList.Count==0)
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{
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return;
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}
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int randomIndex = Random.Range(0, discardList.Count);
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GameObject cardObj = Instantiate(handCardTemplate.gameObject, transform.Find("Content/HandList"));
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cardObj.SetActive(true);
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cardObj.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(drawList[randomIndex]);
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cardObj.transform.Find("Button").gameObject.GetComponent<Image>().sprite = drawList[randomIndex].artwork;
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drawList.RemoveAt(randomIndex);
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Destroy(drawDisplayList[randomIndex]);
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drawDisplayList.RemoveAt(randomIndex);
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}
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}
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public void UseACard(int index)
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{
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// TODO: Add card type into card data
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// Chech if the card is waste card;
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//if (handList[index].cardTags == wastCard)
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//{
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// wasteList.Add(handList[index]);
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//}
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//else
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//{
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discardList.Add(handList[index]);
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//}
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handList.RemoveAt(index);
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}
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public void UseThisCard(GameObject card)
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{
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GameObject tempDiscardDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DiscardListContent"));
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tempDiscardDisplay.SetActive(true);
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tempDiscardDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData);
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tempDiscardDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData.artwork;
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discardDisplayList.Add(tempDiscardDisplay);
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discardList.Add(card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData);
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Destroy(card);
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}
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// When unit dead
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public void AddACardIntoDiscardList(CardData card)
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{
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discardList.Add(card);
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}
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public void Shuffle()
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{
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// Put all cards in drawList into discardList
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for (int i = 0; i < drawList.Count; i++)
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{
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discardList.Add(drawList[i]);
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Destroy(drawDisplayList[i]);
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}
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drawDisplayList.Clear();
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drawList.Clear();
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while (discardList.Count != 0)
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{
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int index = Random.Range(0, discardList.Count);
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drawList.Add(discardList[index]);
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GameObject tempCardDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DrawListContent"));
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tempCardDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(discardList[index]);
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tempCardDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = discardList[index].artwork;
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tempCardDisplay.SetActive(true);
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drawDisplayList.Add(tempCardDisplay);
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discardList[index] = discardList[discardList.Count - 1];
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discardList.RemoveAt(discardList.Count - 1);
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};
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for (int i = 0; i < discardDisplayList.Count; i++)
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{
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Destroy(discardDisplayList[i]);
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}
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}
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public void ActivateDisplayDrawList()
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{
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drawListContent.SetActive(true);
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}
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public void DeactivateDisplayDrawList()
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{
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drawListContent.SetActive(false);
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}
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public void ActivateDisplayDiscardList()
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{
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discardListContent.SetActive(true);
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}
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public void DeactivateDisplayDiscardList()
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{
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discardListContent.SetActive(false);
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}
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}
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