Question by
jasonhutton · Jun 10, 2018 at 02:40 AM ·
instantiateprefabunityeditorstartfor-loop
Having problem with instantiated prefabs
I have a card prefab attached to my CardManager. I then want to create the deck like so:
private void buildMainDeck()
{
int order = 1;
for (int i = 0; i < this.baseGameCardType1Count; i++)
{
Card newCard = Instantiate(card, this.transform);
newCard.cardData = cardDataList[17];
newCard.GetComponent<Canvas>().sortingOrder = order;
order++;
}
for (int i = 0; i < this.baseGameCardType2Count; i++)
{
Card newCard = Instantiate(card, this.transform);
newCard.cardData = cardDataList[18];
newCard.GetComponent<Canvas>().sortingOrder = order;
order++;
}
//etc
}
In the cards I have the following for Start:
void Start()
{
Debug.Log(cardData.cardFaceImage.ToString());
Debug.Log(cardData.cardTitle);
faceImage.sprite = cardData.cardFaceImage;
title.text = cardData.cardTitle;
subTitle.text = cardData.cardSubtitle;
description.text = cardData.cardDescription;
if(cardData.cardAttitude == Enums.CardAttitude.NEGATIVE)
{
description.color = new Color(255,0,0);
}
}
Problem is only the last card instatiated actually changes it's image and text. What am I missing?
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