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View Code? Open in Web Editor NEW2 - 4 player card game
2 - 4 player card game
Right now the game manager has refs to 4 prefabs one of each suits corresponding color. Because I am newer to Unity I was not sure how to color a prefab dynamically. It would be nice to have ref to a single card prefab that was then colored by the GameManager when it was made. Right now the GameManager switch's through the suit and instantiates the correct prefab opposed to just building the same prefab and coloring it.
Before I forget about this again I should put it down here.
I believe this only occurs when you you have multiple cases of more than one of a kind (example: my hand has two kings, one 10, and two queens).
For some reason this code bloc in "ScoringSystem.cs" (line 76) fails to find the a lowestRemaining card:
//add value of lowest other card
int lowestRemaining = 1000;
for(int k = 0; k < non_matching.Count; k++)
{
if (non_matching[k].data.Value < lowestRemaining)
lowestRemaining = non_matching[k].data.Value;
}
As a result of this, 1000 is added to the player's score. I'm not sure what's causing this.
http://i44.tinypic.com/yebmb.png
I believe the problem occurred when I landed on an opponent's stake and clicked on a spot to move it to, and then hit cancel.
http://i41.tinypic.com/fq6xf.png
http://i43.tinypic.com/msloaf.png
As you can see, we get an ugly brown color when red and green mix.
We need to either a) separate items when they are on the same card so that they don't overlap at all or b) figure out another way to get a 3D effect (one color behind and blocked by another) rather than mixing colors.
Any thoughts?
I forgot Github had this section, so maybe a text file isn't needed for bugfixes.
If a player doesn't move, but chooses to stay where they are and prospect a card, laying a stake will move the previous player's stake instead of adding a new one of the current player's color.
Action button does not advance to next turn phase, you still have to click the card again
Only double clicking works.
What's weird is, they use the same call, only one works and one doesn't.
//prospect
gM.CreateMaterial(gM.players[gM.CurrentPlayerIndex].CurrentCard.data.TexCoordinate, gM.board[(int)gM.players[gM.CurrentPlayerIndex].Position.x, (int)gM.players[gM.CurrentPlayerIndex].Position.y]);
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