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gold-rush's Issues

Dynamically colored cards

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.

Scoring bug

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.

Staking issue

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 not prospecting

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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