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@ -0,0 +1,110 @@ |
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
public class GameLoader : MonoBehaviour { |
|||
public GameObject table; |
|||
public GameObject playerCube; |
|||
public int myIndex; |
|||
public int playerCount; |
|||
public Color[] playerColors; |
|||
public GameObject cardPrefab; |
|||
public GameObject handUI; |
|||
public GameObject deck; |
|||
public GameObject thrownCards; |
|||
public static MainMenuController mmc; |
|||
public static System.Action onReloadPiles; |
|||
void Start() { |
|||
mmc = FindObjectOfType<MainMenuController>(); |
|||
mmc.gameObject.SetActive(false); |
|||
var angleDelta = (270) / playerCount; |
|||
var dst = 15; |
|||
var angleOffset = 45; |
|||
for (int i=0;i<playerCount;i++) { |
|||
if (i == myIndex) |
|||
continue; |
|||
var offsetMult = (i - myIndex) > 0 ? 1 : -1; |
|||
var angle = (angleDelta * (i - myIndex) + angleOffset * offsetMult); |
|||
Vector3 pos = new Vector3(dst * Mathf.Sin(angle * Mathf.Deg2Rad), 2.6f, -dst * Mathf.Cos(angle * Mathf.Deg2Rad)); |
|||
var player = Instantiate(playerCube, pos, Quaternion.AngleAxis(-angle, Vector3.up)); |
|||
player.GetComponent<Renderer>().material.color = playerColors[i]; |
|||
} |
|||
SpawnClientCards(); |
|||
SpawnCommonCards(); |
|||
onReloadPiles += SpawnCommonCards; |
|||
onReloadPiles += SpawnClientCards; |
|||
} |
|||
|
|||
GameObject SpawnCard(Client.Connection conn, string cardKind) { |
|||
var cardImages = conn.GetCardImage(cardKind); |
|||
var card = Instantiate(cardPrefab, Vector3.zero, Quaternion.identity, handUI.transform); |
|||
var front = new Texture2D(1, 1); |
|||
front.LoadImage(cardImages.Face.Span.ToArray()); |
|||
var back = new Texture2D(1, 1); |
|||
back.LoadImage(cardImages.Back.Span.ToArray()); |
|||
card.transform.Find("Images").GetComponentsInChildren<RawImage>()[0].texture = front; |
|||
card.transform.Find("Images").GetComponentsInChildren<RawImage>()[1].texture = back; |
|||
card.transform.localScale = new Vector3(0.15f, 0.15f, 1f); |
|||
return card; |
|||
} |
|||
|
|||
GameObject SpawnCardInTable(Client.Connection conn, string cardKind, GameObject parent) { |
|||
var cardImages = conn.GetCardImage(cardKind); |
|||
var card = Instantiate(cardPrefab, Vector3.zero, Quaternion.identity, parent.transform); |
|||
var front = new Texture2D(1, 1); |
|||
front.LoadImage(cardImages.Face.Span.ToArray()); |
|||
var back = new Texture2D(1, 1); |
|||
back.LoadImage(cardImages.Back.Span.ToArray()); |
|||
card.transform.Find("Images").GetComponentsInChildren<RawImage>()[0].texture = front; |
|||
card.transform.Find("Images").GetComponentsInChildren<RawImage>()[1].texture = back; |
|||
card.transform.localScale = new Vector3(0.15f, 0.15f, 1f); |
|||
card.GetComponent<Card>().ThrowCard(parent); |
|||
return card; |
|||
} |
|||
|
|||
void SpawnClientCards() { |
|||
var conn = Client.GetConnection(); |
|||
if (conn != null) { |
|||
var clientPiles = conn.GetPiles(mmc.currentUsername); |
|||
foreach (string key in clientPiles["Owned"].Keys) { |
|||
var pile = clientPiles["Owned"][key]; |
|||
int idx = 0; |
|||
foreach(Game.MessageStatus.Types.Card card in pile.Cards) { |
|||
var cardGO = SpawnCard(conn, card.Kind.Kind); |
|||
if(cardGO != null) { |
|||
cardGO.GetComponent<Card>().InitData(key, false, idx); |
|||
} |
|||
idx++; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
void SpawnCommonCards() { |
|||
var conn = Client.GetConnection(); |
|||
if (conn != null) { |
|||
var clientPiles = conn.GetPiles(mmc.currentUsername); |
|||
foreach (string key in clientPiles["Common"].Keys) { |
|||
var pile = clientPiles["Common"][key]; |
|||
int idx = 0; |
|||
foreach (Game.MessageStatus.Types.Card card in pile.Cards) { |
|||
var cardGO = SpawnCardInTable(conn, card.Kind.Kind, key == "placed" ? thrownCards : deck); |
|||
if (cardGO != null) { |
|||
cardGO.GetComponent<Card>().InitData(key, true, idx); |
|||
} |
|||
idx++; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
public static void ReloadPiles(Dictionary<string, Dictionary<string, Game.MessageStatus.Types.Pile>> piles, bool reloadHand = true) { |
|||
var cards = GameObject.FindGameObjectsWithTag("Card"); |
|||
foreach (GameObject card in cards) { |
|||
Destroy(card); |
|||
} |
|||
onReloadPiles(); |
|||
} |
|||
|
|||
void Update() {} |
|||
} |
|||
@ -0,0 +1,11 @@ |
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defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
Loading…
Reference in new issue