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Question by Lozida · Jan 31 at 03:48 PM · c#unity 2darray of gameobjectscard

How to select specific objects in GameObject array?

Hello, I'm trying to make a card game of sorts and I have a deck of 32 cards and I want to deal 8 cards to four players. I wrote a function that shuffles the deck and now I want to deal the cards. I know how to deal all 32 cards to one player but I can't figure out how to deal 8 cards to every player (4). I have a GameObject array that consists of all the cards and I cannot figure out how to select only 8 elements (cards) in that array and deal them to a specific player. If anyone knows the answer I would greatly appreciate it. :)

Here is the code (The problem is in the DealCardsPhase() method)

{ // Game Objects

 public GameObject[] cardsArray;
 public GameObject playerHand;
 public GameObject opponentHand;
 public GameObject dropZone;
 private GameObject temporaryGameObject; // For the ShuffleCards() method.

 // Game Phases (States)

 [SerializeField] bool gameStartPhase;
 [SerializeField] bool shuffleCardsPhase;
 [SerializeField] bool dealCardsPhase;
 [SerializeField] bool playPhase;
 [SerializeField] bool endPhase;
 [SerializeField] bool gameEndPhase;

 private void Update()
 {
     GameStartPhase();
     ShuffleCardsPhase();
     DealCardsPhase();

 }

 private void GameStartPhase()
 {
     if (timeCounter <= 1f)
     {
         Debug.Log("---- Game Start Phase ----");

         gameStartPhase = true;

         foreach (GameObject card in cardsArray) // Places cards on the drop zone (for shuffling in the shuffling phase).
         {
             card.transform.SetParent(dropZone.transform);
         }
     }

     else
     {
         gameStartPhase = false;
     }
 }

 private void ShuffleCardsPhase()
 {
     if ((timeCounter > 1f) && (timeCounter <= 4f))
     {
         Debug.Log("---- Shuffle Cards Phase ----");

         ShuffleCards();

         shuffleCardsPhase = true;
     }

     else
     {
         shuffleCardsPhase = false;
     }

 }

 private void DealCardsPhase()
 {
     if ((timeCounter > 4f) && (timeCounter <= 7f))
     {
         Debug.Log("---- Deal Cards Phase ----");

         dealCardsPhase = true;

         foreach (GameObject card in cardsArray) // Deal (shuffled) cards to players.
         {
             card.transform.SetParent(playerHand.transform);
         }
     }

     else
     {
         dealCardsPhase = false;
     }

 }

 private void ShuffleCards() // Constantly shuffle cards (objects in array).
 {
     for (int cards = 0; cards < cardsArray.Length; cards++)
     {
         // Debug.Log(cards);

         int random = Random.Range(0, cardsArray.Length);
         temporaryGameObject = cardsArray[random];
         cardsArray[random] = cardsArray[cards];
         cardsArray[cards] = temporaryGameObject;
     }
 }

}

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Best Answer

Answer by xxmariofer · Feb 01 at 07:47 AM

 public GameObject[] playersHand; 
 
 private void DealCardsPhase()
  {
      if ((timeCounter > 4f) && (timeCounter <= 7f))
      {
          Debug.Log("---- Deal Cards Phase ----");
          dealCardsPhase = true;
          int iterator, index = 0;
          foreach (GameObject card in cardsArray) // Deal (shuffled) cards to players.
          {
 
              if(iterator > 7){  index++; iterator = 0;}
              card.transform.SetParent(playersHand[index].transform);
              iterator++;
          }
      }
      else
      {
          dealCardsPhase = false;
      }
  }

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Answer by Lozida · Feb 02 at 12:37 PM

works perfectly, thank you very much :)

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