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131
Assets/TcgEngine/Scripts/GameClient/HandCardArea.cs
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131
Assets/TcgEngine/Scripts/GameClient/HandCardArea.cs
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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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using TcgEngine.Client;
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using TcgEngine.UI;
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namespace TcgEngine.Client
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{
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/// <summary>
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/// Area where all the hand cards are
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/// Will take card of spawning/despawning hand cards based on the refresh data received from server
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/// </summary>
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public class HandCardArea : MonoBehaviour
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{
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public GameObject card_prefab;
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public RectTransform card_area;
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public float card_spacing = 100f;
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public float card_angle = 10f;
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public float card_offset_y = 10f;
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private List<HandCard> cards = new List<HandCard>();
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private bool is_dragging;
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private string last_destroyed;
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private float last_destroyed_timer = 0f;
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private static HandCardArea _instance;
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void Awake()
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{
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_instance = this;
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}
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void Update()
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{
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if (!GameClient.Get().IsReady())
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return;
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int player_id = GameClient.Get().GetPlayerID();
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Game data = GameClient.Get().GetGameData();
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Player player = data.GetPlayer(player_id);
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last_destroyed_timer += Time.deltaTime;
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//Add new cards
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foreach (Card card in player.cards_hand)
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{
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if (!HasCard(card.uid))
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SpawnNewCard(card);
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}
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//Remove destroyed cards
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for (int i = cards.Count - 1; i >= 0; i--)
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{
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HandCard card = cards[i];
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if (card == null || player.GetHandCard(card.GetCard().uid) == null)
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{
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cards.RemoveAt(i);
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if(card != null)
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card.Kill();
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}
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}
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//Set card index
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int index = 0;
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float count_half = cards.Count / 2f;
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foreach (HandCard card in cards)
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{
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card.deck_position = new Vector2((index - count_half) * card_spacing, (index - count_half) * (index - count_half) * -card_offset_y);
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card.deck_angle = (index - count_half) * -card_angle;
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index++;
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}
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//Set target forcus
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HandCard drag_card = HandCard.GetDrag();
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is_dragging = drag_card != null;
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}
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public void SpawnNewCard(Card card)
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{
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GameObject card_obj = Instantiate(card_prefab, card_area.transform);
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card_obj.GetComponent<HandCard>().SetCard(card);
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card_obj.GetComponent<RectTransform>().anchoredPosition = new Vector2(0f, -100f);
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cards.Add(card_obj.GetComponent<HandCard>());
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}
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public void DelayRefresh(Card card)
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{
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last_destroyed_timer = 0f;
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last_destroyed = card.uid;
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}
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public void SortCards()
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{
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cards.Sort(SortFunc);
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int i = 0;
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foreach (HandCard acard in cards)
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{
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acard.transform.SetSiblingIndex(i);
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i++;
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}
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}
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private int SortFunc(HandCard a, HandCard b)
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{
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return a.transform.position.x.CompareTo(b.transform.position.x);
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}
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public bool HasCard(string card_uid)
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{
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HandCard card = HandCard.Get(card_uid);
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bool just_destroyed = card_uid == last_destroyed && last_destroyed_timer < 0.7f;
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return card != null || just_destroyed;
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}
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public bool IsDragging()
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{
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return is_dragging;
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}
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public static HandCardArea Get()
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{
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return _instance;
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}
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}
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}
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