Draw, Shuffle, Display DrawList, Display DiscardList, Use a card in hand.
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|
@ -1,4 +1,4 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
@ -9,8 +9,6 @@ public class CardDisplay : MonoBehaviour
|
||||||
|
|
||||||
public Text nameText;
|
public Text nameText;
|
||||||
|
|
||||||
public Image artworkImage;
|
|
||||||
|
|
||||||
public Text costText;
|
public Text costText;
|
||||||
public Text attackText;
|
public Text attackText;
|
||||||
public Text defenseText;
|
public Text defenseText;
|
||||||
|
@ -19,6 +17,10 @@ public class CardDisplay : MonoBehaviour
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetCardData(CardData data)
|
||||||
|
{
|
||||||
|
cardData = data;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,24 +1,47 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class Deck : MonoBehaviour
|
public class Deck : MonoBehaviour
|
||||||
{
|
{
|
||||||
public List<CardData> cardDataList;
|
public List<CardData> cardDataList;
|
||||||
|
|
||||||
public List<CardData> drawList;
|
public List<CardData> drawList;
|
||||||
|
// Control Card Display
|
||||||
|
public List<GameObject> drawDisplayList;
|
||||||
|
|
||||||
public List<CardData> handList;
|
public List<CardData> handList;
|
||||||
|
|
||||||
public List<CardData> discardList;
|
public List<CardData> discardList;
|
||||||
|
// Control Card Display
|
||||||
|
public List<GameObject> discardDisplayList;
|
||||||
|
|
||||||
public List<CardData> wasteList;
|
public List<CardData> wasteList;
|
||||||
public int randomSeed;
|
public int randomSeed;
|
||||||
|
|
||||||
|
public GameObject handCardTemplate;
|
||||||
|
public GameObject cardDisplayTemplate;
|
||||||
|
|
||||||
|
public GameObject drawListContent;
|
||||||
|
public GameObject discardListContent;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
randomSeed = 200;
|
randomSeed = 200;
|
||||||
Random.InitState(randomSeed);
|
Random.InitState(randomSeed);
|
||||||
// Add cards into cardDataList
|
for (int i = 0; i < cardDataList.Count; i++)
|
||||||
|
{
|
||||||
|
drawList.Add(cardDataList[i]);
|
||||||
|
GameObject tempDrawDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DrawListContent"));
|
||||||
|
tempDrawDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(cardDataList[i]);
|
||||||
|
tempDrawDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = cardDataList[i].artwork;
|
||||||
|
tempDrawDisplay.SetActive(true);
|
||||||
|
drawDisplayList.Add(tempDrawDisplay);
|
||||||
|
}
|
||||||
|
drawListContent.SetActive(false);
|
||||||
|
discardListContent.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
|
@ -31,8 +54,22 @@ public class Deck : MonoBehaviour
|
||||||
{
|
{
|
||||||
for (int i = 0; i < amount; i++)
|
for (int i = 0; i < amount; i++)
|
||||||
{
|
{
|
||||||
handList.Add(drawList[drawList.Count - 1]);
|
if (drawList.Count == 0)
|
||||||
drawList.RemoveAt(drawList.Count - 1);
|
{
|
||||||
|
Shuffle();
|
||||||
|
}
|
||||||
|
if(drawList.Count==0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
int randomIndex = Random.Range(0, discardList.Count);
|
||||||
|
GameObject cardObj = Instantiate(handCardTemplate.gameObject, transform.Find("Content/HandList"));
|
||||||
|
cardObj.SetActive(true);
|
||||||
|
cardObj.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(drawList[randomIndex]);
|
||||||
|
cardObj.transform.Find("Button").gameObject.GetComponent<Image>().sprite = drawList[randomIndex].artwork;
|
||||||
|
drawList.RemoveAt(randomIndex);
|
||||||
|
Destroy(drawDisplayList[randomIndex]);
|
||||||
|
drawDisplayList.RemoveAt(randomIndex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -46,42 +83,75 @@ public class Deck : MonoBehaviour
|
||||||
//}
|
//}
|
||||||
//else
|
//else
|
||||||
//{
|
//{
|
||||||
discardList.Add(handList[index]);
|
discardList.Add(handList[index]);
|
||||||
//}
|
//}
|
||||||
handList.RemoveAt(index);
|
handList.RemoveAt(index);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void UseThisCard(GameObject card)
|
||||||
|
{
|
||||||
|
GameObject tempDiscardDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DiscardListContent"));
|
||||||
|
tempDiscardDisplay.SetActive(true);
|
||||||
|
tempDiscardDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData);
|
||||||
|
tempDiscardDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData.artwork;
|
||||||
|
discardDisplayList.Add(tempDiscardDisplay);
|
||||||
|
discardList.Add(card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData);
|
||||||
|
Destroy(card);
|
||||||
|
}
|
||||||
|
|
||||||
|
// When unit dead
|
||||||
public void AddACardIntoDiscardList(CardData card)
|
public void AddACardIntoDiscardList(CardData card)
|
||||||
{
|
{
|
||||||
discardList.Add(card);
|
discardList.Add(card);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Shuffle()
|
public void Shuffle()
|
||||||
{
|
{
|
||||||
Debug.LogError("Start Shuffle.");
|
|
||||||
Debug.LogError("DrawList count: " + drawList.Count);
|
|
||||||
Debug.LogError("DiscardList count: " + discardList.Count);
|
|
||||||
|
|
||||||
// Put all cards in drawList into discardList
|
// Put all cards in drawList into discardList
|
||||||
if (drawList.Count > 0)
|
for (int i = 0; i < drawList.Count; i++)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < drawList.Count; i++)
|
discardList.Add(drawList[i]);
|
||||||
{
|
Destroy(drawDisplayList[i]);
|
||||||
discardList.Add(drawList[i]);
|
|
||||||
}
|
|
||||||
drawList.Clear();
|
|
||||||
}
|
}
|
||||||
|
drawDisplayList.Clear();
|
||||||
|
drawList.Clear();
|
||||||
|
|
||||||
do
|
while (discardList.Count != 0)
|
||||||
{
|
{
|
||||||
int index = Random.Range(0, discardList.Count);
|
int index = Random.Range(0, discardList.Count);
|
||||||
drawList.Add(discardList[index]);
|
drawList.Add(discardList[index]);
|
||||||
|
GameObject tempCardDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DrawListContent"));
|
||||||
|
tempCardDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(discardList[index]);
|
||||||
|
tempCardDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = discardList[index].artwork;
|
||||||
|
tempCardDisplay.SetActive(true);
|
||||||
|
drawDisplayList.Add(tempCardDisplay);
|
||||||
|
|
||||||
discardList[index] = discardList[discardList.Count - 1];
|
discardList[index] = discardList[discardList.Count - 1];
|
||||||
discardList.RemoveAt(discardList.Count - 1);
|
discardList.RemoveAt(discardList.Count - 1);
|
||||||
} while (discardList.Count != 0);
|
};
|
||||||
Debug.LogError("DrawList count: " + drawList.Count);
|
for (int i = 0; i < discardDisplayList.Count; i++)
|
||||||
Debug.LogError("DiscardList count: " + discardList.Count);
|
{
|
||||||
Debug.LogError("End Shuffle.");
|
Destroy(discardDisplayList[i]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ActivateDisplayDrawList()
|
||||||
|
{
|
||||||
|
drawListContent.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DeactivateDisplayDrawList()
|
||||||
|
{
|
||||||
|
drawListContent.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ActivateDisplayDiscardList()
|
||||||
|
{
|
||||||
|
discardListContent.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DeactivateDisplayDiscardList()
|
||||||
|
{
|
||||||
|
discardListContent.SetActive(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue