Draw, Shuffle, Display DrawList, Display DiscardList, Use a card in hand.
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@ -1,4 +1,4 @@
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using System.Collections;
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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 Text attackText;
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public Text defenseText;
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@ -19,6 +17,10 @@ public class CardDisplay : MonoBehaviour
|
|||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
public void SetCardData(CardData data)
|
||||
{
|
||||
cardData = data;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,24 +1,47 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Deck : MonoBehaviour
|
||||
{
|
||||
public List<CardData> cardDataList;
|
||||
|
||||
public List<CardData> drawList;
|
||||
// Control Card Display
|
||||
public List<GameObject> drawDisplayList;
|
||||
|
||||
public List<CardData> handList;
|
||||
|
||||
public List<CardData> discardList;
|
||||
// Control Card Display
|
||||
public List<GameObject> discardDisplayList;
|
||||
|
||||
public List<CardData> wasteList;
|
||||
public int randomSeed;
|
||||
|
||||
public GameObject handCardTemplate;
|
||||
public GameObject cardDisplayTemplate;
|
||||
|
||||
public GameObject drawListContent;
|
||||
public GameObject discardListContent;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
randomSeed = 200;
|
||||
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
|
||||
|
@ -31,8 +54,22 @@ public class Deck : MonoBehaviour
|
|||
{
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
handList.Add(drawList[drawList.Count - 1]);
|
||||
drawList.RemoveAt(drawList.Count - 1);
|
||||
if (drawList.Count == 0)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -50,38 +87,71 @@ public class Deck : MonoBehaviour
|
|||
//}
|
||||
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)
|
||||
{
|
||||
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
|
||||
if (drawList.Count > 0)
|
||||
{
|
||||
for (int i = 0; i < drawList.Count; i++)
|
||||
{
|
||||
discardList.Add(drawList[i]);
|
||||
Destroy(drawDisplayList[i]);
|
||||
}
|
||||
drawDisplayList.Clear();
|
||||
drawList.Clear();
|
||||
}
|
||||
|
||||
do
|
||||
while (discardList.Count != 0)
|
||||
{
|
||||
int index = Random.Range(0, discardList.Count);
|
||||
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.RemoveAt(discardList.Count - 1);
|
||||
} while (discardList.Count != 0);
|
||||
Debug.LogError("DrawList count: " + drawList.Count);
|
||||
Debug.LogError("DiscardList count: " + discardList.Count);
|
||||
Debug.LogError("End Shuffle.");
|
||||
};
|
||||
for (int i = 0; i < discardDisplayList.Count; i++)
|
||||
{
|
||||
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