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