Push test
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@ -0,0 +1,87 @@
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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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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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public List<CardData> handList;
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public List<CardData> discardList;
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public List<CardData> wasteList;
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public int randomSeed;
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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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// Add cards into cardDataList
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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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handList.Add(drawList[drawList.Count - 1]);
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drawList.RemoveAt(drawList.Count - 1);
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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 AddACardIntoDiscardList(CardData card)
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{
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discardList.Add(card);
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}
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private void Shuffle()
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{
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Debug.LogError("Start Shuffle.");
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Debug.LogError("DrawList count: " + drawList.Count);
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Debug.LogError("DiscardList count: " + discardList.Count);
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// Put all cards in drawList into discardList
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if (drawList.Count > 0)
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{
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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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}
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drawList.Clear();
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}
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do
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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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discardList[index] = discardList[discardList.Count - 1];
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discardList.RemoveAt(discardList.Count - 1);
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} while (discardList.Count != 0);
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Debug.LogError("DrawList count: " + drawList.Count);
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Debug.LogError("DiscardList count: " + discardList.Count);
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Debug.LogError("End Shuffle.");
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}
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}
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