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Question by tmcd35 · Mar 16, 2017 at 08:33 PM · spritecanvasimagearraysresources

Loading a new sprite into an image array

Hi,

I'm trying to produce a basic BlackJack card game. I have a Resources folder containing a border image, a card back image, and a spliced image of 52 cards named cards_0...cards_52.

I have a single gameobject called GameSystem with a single C# script attached to control the entire game.

I have these two lines to use the Inspectors drag n drop method to associate the card image display in the canvas with the GameSystem.cs script:

     public Image[] playerCards = new Image[5];                            
     public Image[] dealerCards = new Image[5];                

I have a new class to hold the properties for each card:

     public class PlayingCard {
         public string card;    
         public bool used;        
         public int value;    
     
         //Constructor for PlayingCard object
         public PlayingCard (string cardSprite, int faceValue) {
             card = cardSprite;            
             used = false;                    
             value = faceValue;    
         }
     }

of which I've made an array of card objects:

 private PlayingCard[] deck = new PlayingCard[52];    

The cards are initiated with the name of the appropriate card sprite held in the PlayingCard object card string (card_0...card_52):

 string cardSprite = "cards_" + cardNumber.ToString ();
 deck[cardNumber] = new PlayingCard (cardSprite, Mathf.Clamp (card + 1, 1, 10));

So, later on, in the actual game, I'm randomly chosing which card to display

 int[] chosenCard = new int[4];                            
         
         //deal four cards
         for (int deal = 0; deal < 4; deal = deal + 1) {
             bool validCard = false;                        
             
             //repeat until valid card is chosen
             while (validCard == false) {
                 int randomCard = Random.Range (1, 52)
                 
                 //check if card is valid
                 if (deck[randomCard].used == false) {
                     chosenCard[deal] = randomCard;
                     deck[randomCard].used = true;
                     validCard = true;
                 }
             }    
         }

Once the cards have been chosen, I'm trying to update the sprite image in the canvas with the sprite image of the chosen cards with the following code:

 dealerCards[0].sprite = Resources.Load (deck[chosenCard[0]].card) as Sprite;
 dealerCards[1].sprite = Resources.Load ("CardBack") as Sprite;
 playerCards[0].sprite = Resources.Load (deck[chosenCard[2]].card) as Sprite;
 playerCards[1].sprite = Resources.Load (deck[chosenCard[3]].card) as Sprite;

However, the images don't change, the remain with the empty image place holders.

Can someone point me in the direction of where I'm going wrong?

playerCards[n] is an image and is associated in the inspector with the correct canvas image placeholder object. playerCards[n].sprite should change the sprite image associated with that canvas image object. Resources.Load should load the named sprite from the resources folder. deck[chosenCard[n].card] is returning the correct sprite name string, eg cards_13. and it told to load "as Sprite".

Why is this not working?

Thanks in advance for any pointers.

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