├── Packages └── manifest.json ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── PresetManager.asset ├── AudioManager.asset ├── EditorBuildSettings.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Media ├── Menu.jpg └── game_screen.jpg ├── Assets ├── Scenes │ ├── Level.unity.meta │ ├── Menu.unity.meta │ └── Menu.unity ├── Audio.meta ├── Scenes.meta ├── Scripts.meta ├── Sprites.meta └── Scripts │ ├── Card.cs.meta │ ├── GameManager.cs.meta │ ├── MenuBehavior.cs.meta │ ├── MenuBehavior.cs │ ├── Card.cs │ └── GameManager.cs ├── .gitignore ├── README.md ├── Casino Game.sln ├── unity-casino-game.sln ├── LICENSE └── Assembly-CSharp.csproj /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.1.0f2 2 | -------------------------------------------------------------------------------- /Media/Menu.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rem1niscence/unity-casino-game/HEAD/Media/Menu.jpg -------------------------------------------------------------------------------- /Media/game_screen.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rem1niscence/unity-casino-game/HEAD/Media/game_screen.jpg -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/Scenes/Level.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 368661f4a34b04f41bc5a86896b7d944 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/Menu.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b60c34da5b3324447878c8800bde7dc0 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Audio.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f62c03f39c00604faa9e889499c798a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 131a6b21c8605f84396be9f6751fb6e3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3faa7f72e80a644e91c3ac54249937f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1eee5834f8fc8b74ab821bedea159acb 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.0167 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Card.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b36a773206f7bf84283a4a2326949a68 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b9ad14d0350b0bb4a9bc9b1c8fad5f79 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/MenuBehavior.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee1d9ccc351d1f04b8b478b32e6c11a1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | m_DefaultList: 7 | - type: 8 | m_NativeTypeID: 20 9 | m_ManagedTypePPtr: {fileID: 0} 10 | m_ManagedTypeFallback: 11 | defaultPresets: 12 | - m_Preset: {fileID: 2655988077585873504, guid: bfcfc320427f8224bbb7a96f3d3aebad, 13 | type: 2} 14 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 0 9 | path: 10 | guid: 00000000000000000000000000000000 11 | - enabled: 1 12 | path: Assets/Scenes/Menu.unity 13 | guid: b60c34da5b3324447878c8800bde7dc0 14 | - enabled: 1 15 | path: Assets/Scenes/Level.unity 16 | guid: 368661f4a34b04f41bc5a86896b7d944 17 | m_configObjects: {} 18 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: 7 | - Manager 8 | layers: 9 | - Default 10 | - TransparentFX 11 | - Ignore Raycast 12 | - 13 | - Water 14 | - UI 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | - 41 | m_SortingLayers: 42 | - name: Default 43 | uniqueID: 0 44 | locked: 0 45 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 1 11 | m_SpritePackerMode: 4 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Casino Game 2 | A Casino cards game made in Unity, based on the project of this [tutorial](https://goo.gl/jZK7VG) 3 | 4 | All the sprites used can be downloaded [Here](https://goo.gl/nDtC2y) 5 | 6 | The full working game can be downloaded [Here](https://goo.gl/okWVcD) 7 | 8 | # What it is 9 | 10 | This is game project made for the "Fundamentals Techniques of software engineering" class of INTEC, 11 | the project consists in the implementacion of the popular card game 'Casino' in which the players 12 | have to win the game by trying to pair the most number of cards on the board which sum is equal to 13 | their own cards. 14 | 15 | # Screenshots 16 | 17 | ## Menu 18 | ![alt-text](https://github.com/justaname94/unity-casino-game/blob/master/Media/Menu.jpg?raw=true "Menu") 19 | 20 | ## In-Game screen 21 | ![alt-text](https://github.com/justaname94/unity-casino-game/blob/master/Media/game_screen.jpg?raw=true "In-Game screen") -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Casino Game.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 11.00 3 | # Visual Studio 2010 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Casino Game", "Assembly-CSharp.csproj", "{56B65F9F-34F0-E02A-DA1B-CB5B3A31955D}" 5 | EndProject 6 | Global 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {56B65F9F-34F0-E02A-DA1B-CB5B3A31955D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {56B65F9F-34F0-E02A-DA1B-CB5B3A31955D}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {56B65F9F-34F0-E02A-DA1B-CB5B3A31955D}.Release|Any CPU.ActiveCfg = Release|Any CPU 15 | {56B65F9F-34F0-E02A-DA1B-CB5B3A31955D}.Release|Any CPU.Build.0 = Release|Any CPU 16 | EndGlobalSection 17 | GlobalSection(SolutionProperties) = preSolution 18 | HideSolutionNode = FALSE 19 | EndGlobalSection 20 | GlobalSection(MonoDevelopProperties) = preSolution 21 | StartupItem = Assembly-CSharp.csproj 22 | EndGlobalSection 23 | EndGlobal 24 | -------------------------------------------------------------------------------- /unity-casino-game.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 11.00 3 | # Visual Studio 2010 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "unity-casino-game", "Assembly-CSharp.csproj", "{2D507BE6-E6D1-7DD8-5361-E4A98C4A8E57}" 5 | EndProject 6 | Global 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {2D507BE6-E6D1-7DD8-5361-E4A98C4A8E57}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {2D507BE6-E6D1-7DD8-5361-E4A98C4A8E57}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {2D507BE6-E6D1-7DD8-5361-E4A98C4A8E57}.Release|Any CPU.ActiveCfg = Release|Any CPU 15 | {2D507BE6-E6D1-7DD8-5361-E4A98C4A8E57}.Release|Any CPU.Build.0 = Release|Any CPU 16 | EndGlobalSection 17 | GlobalSection(SolutionProperties) = preSolution 18 | HideSolutionNode = FALSE 19 | EndGlobalSection 20 | GlobalSection(MonoDevelopProperties) = preSolution 21 | StartupItem = Assembly-CSharp.csproj 22 | EndGlobalSection 23 | EndGlobal 24 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Roniel Valdez 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | 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8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AutoSyncTransforms: 1 28 | m_AlwaysShowColliders: 0 29 | m_ShowColliderSleep: 1 30 | m_ShowColliderContacts: 0 31 | m_ShowColliderAABB: 0 32 | m_ContactArrowScale: 0.2 33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 38 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} 33 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} 34 | - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} 35 | - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0} 36 | m_PreloadedShaders: [] 37 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, 38 | type: 0} 39 | m_CustomRenderPipeline: {fileID: 0} 40 | m_TransparencySortMode: 0 41 | m_TransparencySortAxis: {x: 0, y: 0, z: 1} 42 | m_DefaultRenderingPath: 1 43 | m_DefaultMobileRenderingPath: 1 44 | m_TierSettings: [] 45 | m_LightmapStripping: 0 46 | m_FogStripping: 0 47 | m_InstancingStripping: 0 48 | m_LightmapKeepPlain: 1 49 | m_LightmapKeepDirCombined: 1 50 | m_LightmapKeepDynamicPlain: 1 51 | m_LightmapKeepDynamicDirCombined: 1 52 | m_LightmapKeepShadowMask: 1 53 | m_LightmapKeepSubtractive: 1 54 | m_FogKeepLinear: 1 55 | m_FogKeepExp: 1 56 | m_FogKeepExp2: 1 57 | m_AlbedoSwatchInfos: [] 58 | m_LightsUseLinearIntensity: 0 59 | m_LightsUseColorTemperature: 0 60 | -------------------------------------------------------------------------------- /Assets/Scripts/MenuBehavior.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using UnityEngine.SceneManagement; 6 | 7 | public class MenuBehavior : MonoBehaviour { 8 | 9 | public static bool gameIsPaused = false; 10 | public GameObject pauseMenuUI; 11 | public GameObject tutorialUI; 12 | 13 | public AudioSource buttonClick; 14 | public AudioSource backgroundMusic; 15 | public GameObject ToggleBackgroundMusic; 16 | 17 | private static bool _playBackMusic = true; 18 | private static bool _init = false; 19 | 20 | void Start() { 21 | if(!_init) { 22 | if (_playBackMusic) { 23 | ToggleBackgroundMusic.GetComponent().isOn = true; 24 | } else { 25 | ToggleBackgroundMusic.GetComponent().isOn = false; 26 | } 27 | _init = true; 28 | } else { 29 | if (!_playBackMusic) { 30 | ToggleBackgroundMusic.GetComponent().isOn = true; 31 | PlayBackroundMusic(); 32 | } 33 | } 34 | } 35 | 36 | void Update() { 37 | Scene scene = SceneManager.GetActiveScene(); 38 | if (scene.name == "Level") { 39 | if (Input.GetKeyDown(KeyCode.Escape)) { 40 | if (gameIsPaused) { 41 | Resume(); 42 | } else { 43 | Pause(); 44 | } 45 | } 46 | } 47 | } 48 | public void StartGame() { 49 | SceneManager.LoadScene("Level"); 50 | } 51 | 52 | public void Quit() { 53 | Application.Quit(); 54 | } 55 | 56 | public void Resume() { 57 | pauseMenuUI.SetActive(false); 58 | gameIsPaused = false; 59 | } 60 | 61 | public void Pause() { 62 | pauseMenuUI.SetActive(true); 63 | gameIsPaused = true; 64 | } 65 | 66 | public void ShowTutorial(bool show) { 67 | if (show) { 68 | tutorialUI.SetActive(true); 69 | } else { 70 | tutorialUI.SetActive(false); 71 | } 72 | } 73 | 74 | public void LoadMenu() { 75 | SceneManager.LoadScene("Menu"); 76 | } 77 | 78 | public void PlayAudio() { 79 | buttonClick.Play(); 80 | } 81 | 82 | public void PlayBackroundMusic() { 83 | if (_playBackMusic) { 84 | backgroundMusic.Play(); 85 | } else { 86 | backgroundMusic.Stop(); 87 | } 88 | _playBackMusic = !_playBackMusic; 89 | } 90 | } 91 | -------------------------------------------------------------------------------- /Assets/Scripts/Card.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class Card : MonoBehaviour 7 | { 8 | 9 | public static bool DO_NOT = false; 10 | 11 | [SerializeField] 12 | private int _state; 13 | [SerializeField] 14 | private bool _initialized = false; 15 | [SerializeField] 16 | private int _cardValue; 17 | private int _cardQuantity = 1; 18 | private bool _selected = false; 19 | 20 | private Sprite _cardBack; 21 | private Sprite _cardFace; 22 | private Sprite _cardEmpty; 23 | private Sprite _cardSelected; 24 | 25 | private GameObject _manager; 26 | 27 | private int _id; 28 | 29 | void Start() 30 | { 31 | _state = 1; 32 | _manager = GameObject.FindGameObjectWithTag("Manager"); 33 | } 34 | 35 | public void setupGraphics() 36 | { 37 | _cardBack = _manager.GetComponent().getCardBack(); 38 | _cardFace = _manager.GetComponent().getCardFace(_id); 39 | _cardEmpty = _manager.GetComponent().getCardEmpty(); 40 | 41 | flipCard(); 42 | } 43 | 44 | public void flipCard() 45 | { 46 | if (CardValue >= 0) 47 | { 48 | if (_state == 0) 49 | _state = 1; 50 | else if (_state == 1) 51 | _state = 0; 52 | if (_state == 0 && !DO_NOT) 53 | GetComponent().sprite = _cardBack; 54 | else if (_state == 1 && !DO_NOT) 55 | GetComponent().sprite = _cardFace; 56 | } 57 | } 58 | 59 | public void ShowEmptyCard() 60 | { 61 | GetComponent().sprite = _cardEmpty; 62 | } 63 | 64 | public int CardValue 65 | { 66 | get { return _cardValue; } 67 | set { _cardValue = value; } 68 | } 69 | 70 | public int State 71 | { 72 | get { return _state; } 73 | set { _state = value; } 74 | } 75 | 76 | public bool Selected 77 | { 78 | get { return _selected; } 79 | set { if (_state == 1) _selected = value; } 80 | } 81 | 82 | public bool Initialized 83 | { 84 | get { return _initialized; } 85 | set { _initialized = value; } 86 | } 87 | 88 | public int ID { 89 | get { return _id; } 90 | set { _id = value; } 91 | } 92 | 93 | public void falseCheck() 94 | { 95 | StartCoroutine(pause()); 96 | } 97 | 98 | public int Quantity 99 | { 100 | get { return _cardQuantity; } 101 | set { _cardQuantity = value; } 102 | } 103 | 104 | IEnumerator 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C:/Users/dark_/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.analytics@2.0.16/UnityEngine.Analytics.dll 260 | 261 | 262 | C:/Users/dark_/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.purchasing@2.0.1/UnityEngine.Purchasing.dll 263 | 264 | 265 | C:/Users/dark_/AppData/Local/Unity/cache/packages/packages.unity.com/com.unity.standardevents@1.0.13/UnityEngine.StandardEvents.dll 266 | 267 | 268 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/mscorlib.dll 269 | 270 | 271 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/System.dll 272 | 273 | 274 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/System.Core.dll 275 | 276 | 277 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/System.Runtime.Serialization.dll 278 | 279 | 280 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/System.Xml.dll 281 | 282 | 283 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/System.Xml.Linq.dll 284 | 285 | 286 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/UnityScript.dll 287 | 288 | 289 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/UnityScript.Lang.dll 290 | 291 | 292 | C:/Program Files/Unity/Editor/Data/MonoBleedingEdge/lib/mono/unity/Boo.Lang.dll 293 | 294 | 295 | 296 | 303 | 304 | 305 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using UnityEngine.SceneManagement; 6 | 7 | public class GameManager : MonoBehaviour 8 | { 9 | 10 | public Sprite[] cardFace; 11 | public Sprite cardBack; 12 | public Sprite cardEmpty; 13 | public GameObject[] cards; 14 | [SerializeField] 15 | private GameObject[] playerOneDeck; 16 | [SerializeField] 17 | private GameObject[] playerTwoDeck; 18 | [SerializeField] 19 | private GameObject[] boardDeck; 20 | private GameObject selectedCard; 21 | public GameObject endGamePanel; 22 | 23 | public AudioSource[] sound_effects; 24 | 25 | 26 | [SerializeField] 27 | private Text[] gameTexts; 28 | 29 | private int POneScore = 0; 30 | private int PTwoScore = 0; 31 | 32 | private enum Decks { PlayerOne, PlayerTwo, Board }; 33 | private enum InGameText { Match, POneScore, PTwoScore, RemainingCards, 34 | Turn, CardValue, Winner }; 35 | 36 | private enum Sounds { CardShuffle, CardSelect, Wrong, Click }; 37 | 38 | private bool _init = false; 39 | private bool checkForEndGame = false; 40 | private bool gameOver = false; 41 | private int cardNum = 0; 42 | 43 | // Refers to the last Player who took cards from the board 44 | private int lastPlay = -1; 45 | 46 | // 0 means it's player one turn and 1 means player two turn. 47 | private int turn; 48 | 49 | // Get a reference of all the selectedCards on the board 50 | public List SelectedCards 51 | { 52 | get 53 | { 54 | List selectedBoardCards = new List(); 55 | for (int i = 0; i < boardDeck.Length; i++) 56 | { 57 | if (boardDeck[i].GetComponent().Selected) 58 | selectedBoardCards.Add(boardDeck[i]); 59 | } 60 | 61 | return selectedBoardCards; 62 | } 63 | } 64 | 65 | // Update is called once per frame 66 | void Update() 67 | { 68 | if (!_init) 69 | { 70 | InitializeCards(); 71 | turn = Random.Range(0, 2); 72 | for (int i = 0; i < 4; i++) 73 | if (turn == 0) 74 | playerOneDeck[i].GetComponent().flipCard(); 75 | else if (turn == 1) 76 | playerTwoDeck[i].GetComponent().flipCard(); 77 | WriteTextOnScreen(InGameText.Turn, "Turno de: Jugador " + (turn + 1)); 78 | } 79 | 80 | if (!gameOver) { 81 | if (checkForEndGame) { 82 | EndGame(); 83 | } else { 84 | CheckEmptyDeck(Decks.PlayerOne); 85 | CheckEmptyDeck(Decks.PlayerTwo); 86 | CheckEmptyDeck(Decks.Board); 87 | } 88 | } 89 | } 90 | 91 | void InitializeCards() 92 | { 93 | for (int id = 0; id < 13; id++) 94 | { 95 | for (int i = 0; i < 4; i++) 96 | { 97 | bool test = false; 98 | int choice = 0; 99 | while (!test) 100 | { 101 | choice = Random.Range(0, cards.Length); 102 | test = !(cards[choice].GetComponent().Initialized); 103 | } 104 | cards[choice].GetComponent().CardValue = id; 105 | cards[choice].GetComponent().Initialized = true; 106 | cards[choice].GetComponent().ID = id+(13*i); 107 | } 108 | } 109 | 110 | foreach (GameObject c in cards) 111 | { 112 | c.GetComponent().setupGraphics(); 113 | if (!_init) 114 | { 115 | _init = true; 116 | } 117 | } 118 | 119 | FillDeck(Decks.PlayerOne); 120 | FillDeck(Decks.PlayerTwo); 121 | FillDeck(Decks.Board); 122 | } 123 | 124 | public Sprite getCardBack() 125 | { 126 | return cardBack; 127 | } 128 | 129 | public Sprite getCardEmpty() 130 | { 131 | return cardEmpty; 132 | } 133 | 134 | public Sprite getCardFace(int i) 135 | { 136 | return cardFace[i]; 137 | } 138 | 139 | void FillDeck(Decks option) 140 | { 141 | PlaySound(Sounds.CardShuffle); 142 | GameObject[] deck = { }; 143 | 144 | if (option == Decks.PlayerOne) 145 | deck = playerOneDeck; 146 | else if (option == Decks.PlayerTwo) 147 | deck = playerTwoDeck; 148 | else if (option == Decks.Board) 149 | deck = boardDeck; 150 | 151 | for (int i = 0; i < 4; i++) 152 | { 153 | if (cardNum > 51) { 154 | checkForEndGame = true; 155 | break; 156 | } 157 | deck[i].GetComponent().CardValue = cards[cardNum] 158 | .GetComponent().CardValue; 159 | deck[i].GetComponent().ID = cards[cardNum] 160 | .GetComponent().ID; 161 | deck[i].GetComponent().setupGraphics(); 162 | 163 | if (option == Decks.Board) 164 | deck[i].GetComponent().flipCard(); 165 | 166 | cardNum++; 167 | 168 | } 169 | 170 | // All of this is to prevent a bug when a next turn occurs after a 171 | // player card has ran out, the board appears with all cards facing upwards. 172 | int upsideCards = 0; 173 | for (int i = 0; i < 4; i++) 174 | { 175 | if (playerOneDeck[i].GetComponent().State == 1) 176 | upsideCards++; 177 | if (playerTwoDeck[i].GetComponent().State == 1) 178 | upsideCards++; 179 | } 180 | 181 | if (upsideCards == 8) 182 | { 183 | deck = (turn == 0) ? playerTwoDeck : playerOneDeck; 184 | for (int i = 0; i < 4; i++) 185 | { 186 | deck[i].GetComponent().flipCard(); 187 | } 188 | } 189 | 190 | // To print on the screen how many cards are remaining 191 | string cardsLeftTxt = "Cartas restantes: " + (52 - cardNum); 192 | WriteTextOnScreen(InGameText.RemainingCards, cardsLeftTxt); 193 | } 194 | 195 | public void SelectPlayerCard(string data) 196 | { 197 | PlaySound(Sounds.Click); 198 | // If player == 0 then it's player One consecu and 199 | // accordingly if player == 1 then it's player two. 200 | int player = data[0] - '0'; 201 | // Represent a player card of the deck, ranging from 0 to 3 left to right. 202 | int cardSelected = data[1] - '0'; 203 | GameObject card = null; 204 | 205 | if (player == 0) 206 | card = playerOneDeck[cardSelected]; 207 | else if (player == 1) 208 | card = playerTwoDeck[cardSelected]; 209 | 210 | if (card.GetComponent().State != 0) 211 | { 212 | // To clean all previosuly selected cards so only one card can 213 | // be selected at a time. 214 | for (int i = 0; i < 4; i++) 215 | { 216 | if (i == cardSelected) 217 | continue; 218 | 219 | if (player == 0) 220 | { 221 | playerOneDeck[i].GetComponent().Selected = false; 222 | HightLightCard(playerOneDeck[i], false); 223 | } 224 | else if (player == 1) 225 | { 226 | playerTwoDeck[i].GetComponent().Selected = false; 227 | HightLightCard(playerTwoDeck[i], false); 228 | } 229 | } 230 | 231 | // So the user is able to unselect the card by clicking again on it. 232 | bool isSelected = card.GetComponent().Selected; 233 | isSelected = !isSelected; 234 | card.GetComponent().Selected = isSelected; 235 | 236 | if (isSelected) 237 | { 238 | selectedCard = card; 239 | HightLightCard(card, true); 240 | } 241 | else 242 | { 243 | selectedCard = null; 244 | HightLightCard(card, false); 245 | } 246 | } 247 | } 248 | 249 | public void SelectBoardCard(int index) 250 | { 251 | PlaySound(Sounds.Click); 252 | GameObject card = boardDeck[index]; 253 | bool isSelected = card.GetComponent().Selected; 254 | isSelected = !isSelected; 255 | card.GetComponent().Selected = isSelected; 256 | HightLightCard(card, isSelected); 257 | string msg = string.Format("Valor de la carta: {0}" + 258 | "\nCantidad de cartas: {1}", 259 | card.GetComponent().CardValue + 1, 260 | card.GetComponent().Quantity); 261 | WriteTextOnScreen(InGameText.CardValue, msg); 262 | } 263 | 264 | void HightLightCard(GameObject card, bool hightlight) 265 | { 266 | if (hightlight) 267 | { 268 | card.GetComponent().color = new Color(0.8f, 0.8f, 0.8f); 269 | } 270 | else 271 | { 272 | card.GetComponent().color = new Color(1f, 1f, 1f); 273 | } 274 | } 275 | 276 | public void ClearCard(GameObject card) 277 | { 278 | card.GetComponent().CardValue = -2; 279 | card.GetComponent().Selected = false; 280 | card.GetComponent().Initialized = false; 281 | card.GetComponent().Quantity = 1; 282 | card.GetComponent().ShowEmptyCard(); 283 | HightLightCard(card, false); 284 | } 285 | 286 | void CheckEmptyDeck(Decks option) 287 | { 288 | GameObject[] deck = { }; 289 | if (option == Decks.PlayerOne) 290 | deck = playerOneDeck; 291 | else if (option == Decks.PlayerTwo) 292 | deck = playerTwoDeck; 293 | else if (option == Decks.Board) 294 | deck = boardDeck; 295 | 296 | int emptySlots = 0; 297 | for (int i = 0; i < deck.Length; i++) 298 | { 299 | int cardValue = deck[i].GetComponent().CardValue; 300 | if (cardValue < 0) 301 | emptySlots++; 302 | } 303 | if (emptySlots == deck.Length) 304 | FillDeck(option); 305 | } 306 | 307 | void WriteTextOnScreen(InGameText where, string msg) 308 | { 309 | gameTexts[(int)where].text = msg; 310 | } 311 | 312 | void PlaySound(Sounds sound) { 313 | sound_effects[(int)sound].pitch = Random.Range(0.8f, 1.2f); 314 | sound_effects[(int)sound].Play(); 315 | } 316 | 317 | public void ChangeTurn() 318 | { 319 | selectedCard = null; 320 | if (turn == 1) 321 | turn = 0; 322 | else if (turn == 0) 323 | turn = 1; 324 | 325 | for (int i = 0; i < 4; i++) 326 | { 327 | playerOneDeck[i].GetComponent().flipCard(); 328 | playerTwoDeck[i].GetComponent().flipCard(); 329 | } 330 | WriteTextOnScreen(InGameText.Turn, "Turno de: Jugador " + (turn + 1)); 331 | } 332 | 333 | // Plays the normal game, check if sum of the selected cards on the board 334 | // is equal to the seletec card. 335 | public void Play() 336 | { 337 | int sum = 0; 338 | List cards = SelectedCards; 339 | foreach (GameObject card in cards) 340 | { 341 | sum += card.GetComponent().CardValue; 342 | sum++; 343 | } 344 | 345 | if (selectedCard != null) 346 | { 347 | if ((selectedCard.GetComponent().CardValue + 1) == sum) 348 | { 349 | PlaySound(Sounds.CardSelect); 350 | ClearCard(selectedCard); 351 | selectedCard = null; 352 | int points = 0; 353 | foreach (GameObject card in cards) 354 | { 355 | points += card.GetComponent().Quantity; 356 | ClearCard(card); 357 | } 358 | 359 | object score = null; 360 | string msg = ""; 361 | if (turn == 0) { 362 | score = POneScore; 363 | msg = "Jugad@r 1: "; 364 | } 365 | else if (turn == 1) { 366 | score = PTwoScore; 367 | msg = "Jugad@r 2: "; 368 | } 369 | score = (int)score + points; 370 | msg += (int)score + " puntos"; 371 | 372 | if (turn == 0) 373 | WriteTextOnScreen(InGameText.POneScore, msg); 374 | else if (turn == 1) 375 | WriteTextOnScreen(InGameText.PTwoScore, msg); 376 | 377 | WriteTextOnScreen(InGameText.Match, ""); 378 | lastPlay = turn; 379 | ChangeTurn(); 380 | } 381 | else 382 | { 383 | PlaySound(Sounds.Wrong); 384 | string msg = "No suman lo mismo"; 385 | WriteTextOnScreen(InGameText.Match, msg); 386 | } 387 | } 388 | else 389 | { 390 | PlaySound(Sounds.Wrong); 391 | WriteTextOnScreen(InGameText.Match, "Selecciona una carta"); 392 | } 393 | } 394 | 395 | // Place a selected card on the board 396 | public void Place() 397 | { 398 | if (selectedCard != null && selectedCard.GetComponent().CardValue > -1) 399 | { 400 | PlaySound(Sounds.CardSelect); 401 | int i = 0; 402 | for (; i < boardDeck.Length; i++) 403 | { 404 | if (boardDeck[i].GetComponent().CardValue < 0) 405 | break; 406 | } 407 | boardDeck[i].GetComponent().CardValue = 408 | selectedCard.GetComponent().CardValue; 409 | boardDeck[i].GetComponent().Initialized = true; 410 | boardDeck[i].GetComponent().ID = selectedCard.GetComponent().ID; 411 | boardDeck[i].GetComponent().setupGraphics(); 412 | boardDeck[i].GetComponent().flipCard(); 413 | 414 | ClearCard(selectedCard); 415 | selectedCard = null; 416 | ChangeTurn(); 417 | } 418 | else 419 | { 420 | PlaySound(Sounds.Wrong); 421 | WriteTextOnScreen(InGameText.Match, "Selecciona una carta"); 422 | } 423 | } 424 | 425 | public void BuildComb() 426 | { 427 | bool canComb = CanCombine(); 428 | if (canComb) { 429 | List cards = SelectedCards; 430 | int sum = cards[0].GetComponent().CardValue + 431 | selectedCard.GetComponent().CardValue + 2; 432 | GameObject[] deck = (turn == 0) ? playerOneDeck : 433 | playerTwoDeck; 434 | bool canBuild = false; 435 | for (int i = 0; i < 4; i++) 436 | { 437 | 438 | if (deck[i].GetComponent().CardValue+1 == sum) 439 | { 440 | canBuild = true; 441 | break; 442 | } 443 | } 444 | if (canBuild) 445 | { 446 | MakeComb(cards, "build", sum); 447 | } else 448 | { 449 | PlaySound(Sounds.Wrong); 450 | WriteTextOnScreen(InGameText.Match, "Construccion no posible"); 451 | } 452 | } 453 | 454 | } 455 | 456 | public void CallComb() { 457 | bool canComb = CanCombine(); 458 | if (canComb) { 459 | List cards = SelectedCards; 460 | GameObject[] deck = (turn == 0) ? playerOneDeck : playerTwoDeck; 461 | bool canCall = false; 462 | for (int i = 0; i < 4; i++) 463 | { 464 | if (deck[i].GetComponent().CardValue == 465 | cards[0].GetComponent().CardValue) 466 | { 467 | canCall = true; 468 | break; 469 | } 470 | } 471 | if (canCall) 472 | { 473 | MakeComb(cards); 474 | } else 475 | { 476 | PlaySound(Sounds.Wrong); 477 | WriteTextOnScreen(InGameText.Match, "Llamada no posible"); 478 | } 479 | } 480 | } 481 | 482 | bool CanCombine() { 483 | bool canComb = false; 484 | List cards = SelectedCards; 485 | if (selectedCard != null) 486 | { 487 | if (cards.Count == 1) 488 | { 489 | canComb = true; 490 | } 491 | else 492 | { 493 | PlaySound(Sounds.Wrong); 494 | WriteTextOnScreen(InGameText.Match, 495 | "Solo puedes seleccionar una carta del tablero para Llamar"); 496 | } 497 | } else 498 | { 499 | PlaySound(Sounds.Wrong); 500 | WriteTextOnScreen(InGameText.Match, "Selecciona una carta"); 501 | } 502 | 503 | return canComb; 504 | } 505 | 506 | void MakeComb(List cards, string typeComb = "", int sum = 0) { 507 | PlaySound(Sounds.CardSelect); 508 | if (typeComb == "build") 509 | cards[0].GetComponent().CardValue = sum-1; 510 | cards[0].GetComponent().Quantity++; 511 | string msg = "Llamando " + (selectedCard.GetComponent() 512 | .CardValue+1); 513 | WriteTextOnScreen(InGameText.Match, msg); 514 | ClearCard(selectedCard); 515 | selectedCard = null; 516 | ChangeTurn(); 517 | } 518 | 519 | void EndGame() { 520 | 521 | int pOneCardsLeft = 4; 522 | int pOTwoCardsLeft = 4; 523 | for (int i = 0; i < 4; i++) { 524 | if (playerOneDeck[i].GetComponent().CardValue < 0) 525 | pOneCardsLeft--; 526 | if (playerTwoDeck[i].GetComponent().CardValue < 0) 527 | pOTwoCardsLeft--; 528 | } 529 | if (pOneCardsLeft == 0 || pOTwoCardsLeft == 0) { 530 | int remainingPoints = 0; 531 | for (int i = 0; i < boardDeck.Length; i++) 532 | if (boardDeck[i].GetComponent().Initialized) 533 | remainingPoints += 534 | boardDeck[i].GetComponent().Quantity; 535 | 536 | if (lastPlay == 0) 537 | POneScore += remainingPoints; 538 | else if (lastPlay == 1) 539 | PTwoScore += remainingPoints; 540 | 541 | string winner = ""; 542 | if (POneScore > PTwoScore) 543 | winner = "JUGAD@R 1 HA GANADO CON " + POneScore + " PUNTOS!"; 544 | else if (POneScore < PTwoScore) 545 | winner = "JUGAD@R 2 HA GANADO CON " + PTwoScore + " PUNTOS!"; 546 | else if (POneScore == PTwoScore) 547 | winner = "EMPATE!"; 548 | 549 | WriteTextOnScreen(InGameText.Winner, winner); 550 | gameOver = true; 551 | endGamePanel.SetActive(true); 552 | } 553 | } 554 | } -------------------------------------------------------------------------------- /ProjectSettings/ProjectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!129 &1 4 | PlayerSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 15 7 | productGUID: 73ec141643923e44f98ab98afb424572 8 | AndroidProfiler: 0 9 | AndroidFilterTouchesWhenObscured: 0 10 | AndroidEnableSustainedPerformanceMode: 0 11 | defaultScreenOrientation: 4 12 | targetDevice: 2 13 | useOnDemandResources: 0 14 | accelerometerFrequency: 60 15 | companyName: The Burundanga Company 16 | productName: 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