mixedcards/Assets/Battle/HandControls.cs
2020-09-20 14:28:10 -04:00

59 lines
2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public enum HandControlsPosition {
Top,
Bottom,
}
public class HandControls<BaseCardT> where BaseCardT : BaseCard
{
public delegate void CardClickedAction(BaseCardT card);
public event CardClickedAction OnCardClicked;
private GameObject uiCanvas;
private GameObject cardPrefab;
private HandControlsPosition position;
private List<GameObject> cardsInHandUIs;
public HandControls(GameObject uiCanvas, GameObject cardPrefab, HandControlsPosition position) {
this.uiCanvas = uiCanvas;
this.cardPrefab = cardPrefab;
this.position = position;
}
public void SetHand(List<BaseCardT> hand) {
if (this.cardsInHandUIs != null) {
foreach (GameObject cardInHandUI in this.cardsInHandUIs) {
GameObject.Destroy(cardInHandUI);
}
}
this.cardsInHandUIs = new List<GameObject>();
for (int i = 0; i < hand.Count; i++) {
BaseCardT card = hand[i];
GameObject cardUI = GameObject.Instantiate(this.cardPrefab, this.uiCanvas.transform);
this.cardsInHandUIs.Add(cardUI);
cardUI.transform.position = CalculateHandCardPosition(i, hand.Count);
cardUI.GetComponent<CardUI>().Init(card);
int cardIndex = i;
cardUI.GetComponent<Button>().onClick.AddListener(delegate {OnCardClicked(card);});
}
}
private Vector3 CalculateHandCardPosition(int index, int count) {
const int SPACING = 8;
const int DELTA = BattleCardPrefabConstants.CARD_WIDTH + SPACING;
float x = Screen.width * 0.5f - DELTA / 2 * (count - 1) + DELTA * index;
float y = (this.position == HandControlsPosition.Bottom
? SPACING + BattleCardPrefabConstants.CARD_HEIGHT / 2
: Screen.height - SPACING - BattleCardPrefabConstants.CARD_HEIGHT / 2);
return new Vector3(x, y, 0);
}
}