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Question by Moohead · Nov 16, 2020 at 09:27 AM · c#solid

Please help with Single Responsibility Principle

I understand the concept of the principle, but am having a hard time putting it into practice. Here is one of my scripts

 public class Deck: MonoBehaviour //just want to put DeckMovement here
 {
     public GameObject deck;
     public int numberOFCards;
     public CardDatabase database;
     public Vector3 deckHeight;
     public float cardThickness = .025f;
     public GameObject card;
     public CardData cardToMove;
     public GameObject hand;
     public CardDatabase startingDatabase;
     public GameObject message;
     public GameObject objectManager;
     public Text messageText;
 
     public void Awake()
     {
         objectManager = GameObject.Find("Object Manager"); //ObjectManager holds references to objects that are disabled
         message = GameObject.Find("Message"); //message is a gameobject use to display information to tht player. Your Turn, You loose, Card Cannot be Played ect
         messageText =message.GetComponentInChildren<Text>();
     }
     public void Start()
     {
         DMovement();
         transform.position = deckHeight;
     }
 
     #region Deck movement
 
     public Vector3 DMovement()
     {
         numberOFCards = database.allCards.Count; //gets # of cards from the list
         deckHeight = new Vector3(deck.transform.position.x, deck.transform.position.y, -numberOFCards * cardThickness+140); //gets a new transform position based off the # of cards in the list
         deck.transform.position = deckHeight; //sets deck height to new transform
         return deckHeight;
     }
     #endregion
 
     public void DealCard()//creats cards
     {
         if(database.allCards.Count != 0) // if statment to see if there are any cards left in the deck
         {
             cardToMove = database.allCards[0]; //sets the card to be moved as 1st card is the list
             database.allCards.RemoveAt(0);//removes 1st card in list
             createcard();//sets data to match the card removed
             GameObject cloneCard = Instantiate(card, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; //instantiates the card
             cloneCard.transform.SetParent(hand.transform, false); //sets the transform to be parented to the hand (IS THERE A WAY TO SEOPRATE THE SO YOU CAN SET A DIFFERENT TARGET OTHER THAT THE HAND)
             cardToMove = null; //Clears out referenc to card
             numberOFCards = database.allCards.Count; //sets deck height to number of cards in list
             DMovement(); //Moves the deck due to list change
         }
         else
         {
             StartCoroutine(ShowMessage()); //tells the player he has no cards left in his deck
         }
     }
 
     GameObject createcard() //This should be a differend script
     {
         CardData c = cardToMove; //Reference to CardData script and setting it to local c
         Card m = card.GetComponent<Card>(); //Reference to card layout and setting it to local m
         m.cardData = c; //setting the carddata c to be on card m
         m.ReadData(); //sets each point of data to its place in the card
         return card;
 
     }
 
     private void OnApplicationQuit()
     {
         database.allCards.Clear(); //Clears out the deck
 
         foreach(CardData c in startingDatabase.allCards)// Repopulate deck
         {
             database.allCards.Add(c);
         }
     }
 
     IEnumerator ShowMessage() //shows message that the player has no cards
                                 //I believe that this could be a seporite script and more vercitile
     {
         message.SetActive(true);
         messageText.text = "You are out of cards.";
         yield return new WaitForSeconds(3.0f);
         message.SetActive(false);
     }
 }
 

Any help with single responsibility would help Just cannot figure out how to fix it. Any criticism with solutions will be welcome.

Thanks guys and gals

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