using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TcgEngine.Client;
using UnityEngine.Events;
using TcgEngine.UI;
using TcgEngine.FX;
namespace TcgEngine.Client
{
///
/// Represents the visual aspect of a card on the board.
/// Will take the data from Card.cs and display it
///
public class BoardCard : MonoBehaviour
{
public SpriteRenderer card_sprite;
public SpriteRenderer card_glow;
public SpriteRenderer card_shadow;
public Image armor_icon;
public Text armor;
public CanvasGroup status_group;
public Text status_text;
public BoardCardEquip equipment;
public AbilityButton[] buttons;
public Color glow_ally;
public Color glow_enemy;
public UnityAction onKill;
private CardUI card_ui;
private BoardCardFX card_fx;
private Canvas canvas;
private string card_uid = "";
private bool destroyed = false;
private bool focus = false;
private float timer = 0f;
private float status_alpha_target = 0f;
private float delayed_damage_timer = 0f;
private int prev_hp = 0;
private bool back_to_hand;
private Vector3 back_to_hand_target;
private static List card_list = new List();
void Awake()
{
card_list.Add(this);
card_ui = GetComponent();
card_fx = GetComponent();
canvas = GetComponentInChildren