Beispiel #1
0
    public void RpcCountdown(bool l)
    {
        GUIManagerScript.SetEndGameScreen(false);
        if (l)
        {
            //playerParent.GetComponent<PlayerParentScript>().LockAndSpin();
            AudioManagerScript.instance.PrepareGameMusic();
            AudioManagerScript.instance.PlayCountdown();
            GUIManagerScript.SetRulesButton(false);
            GUIManagerScript.SetInput(false);
        }
        else
        {
            //playerParent.GetComponent<PlayerParentScript>().Unlock();
            Debug.Log("Countdown stopped!");
            AudioManagerScript.instance.StopSFX();
            AudioManagerScript.instance.StartMenuMusic();
            GUIManagerScript.SetRulesButton(true);
            GUIManagerScript.SetInput(true);

            if (networkedPScript == null)
            {
                SetNPS();
            }
            if (networkedPScript.nameText == ColorScript.GetColorName(networkedPScript.GetColor()))
            {
                networkedPScript.nameText = "";
                GUIManagerScript.FillPlayerText("");
            }
        }
    }
Beispiel #2
0
    public void RpcStartGame(int s)
    {
        songID            = s;
        scored_ThisRound  = 0;
        scored_TimeBonus  = 0;
        scored_FirstBonus = false;
        scored_WasGuessed = false;

        //playerParent.GetComponent<PlayerParentScript>().Unlock();

        // Bullshit code. Temp? Maybe not?
        // What if player WAS ready, but now that we're actually starting they are no longer?
        // Too late for them! Let's double check
        if (!ready)
        {
            Assert.IsFalse(ready, "Player wasn't ready, but the server thought they were!");
            // Oh noes! What do we do? Let's cheat:
            SetReady(true);
            // See buddy, you were ready the whole time, right?
        }
        ResetMatch();

        if (isLocalPlayer)
        {
            GUIManagerScript.FillPlayerText(nameText);

            GUIManagerScript.SetButton(false);

            GUIManagerScript.DisableInput(true);
            GUIManagerScript.SetBackButton(false);

            AudioManagerScript.instance.StartGameMusic();

            GUIManagerScript.SetColorShow(nameText, ColorScript.GetColor(color), ColorScript.GetColorName(color));

            localPScript.reminded = false;
        }

        List <CaptainsMessPlayer> players = GetPlayers();

        foreach (CaptainsMessPlayer player in players)
        {
            NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>();
            if (!nps.isLocalPlayer)
            {
                player.GetComponent <NetworkedPlayerScript>().playerButton.SetActive(true);
                player.GetComponent <NetworkedPlayerScript>().playerButton.GetComponent <Button>().interactable = true;
            }
        }
    }
Beispiel #3
0
    public void OnNameTextChanged(string s)
    {
        if (s == "")
        {
            nameText = ColorScript.GetColorName(color);
        }
        else
        {
            nameText = s;
        }

        playerButton.GetComponentInChildren <Text>().text = nameText;
        to_sort = true;
    }
    void RpcSetColor(int c)
    {
        color   = c;
        to_sort = true;

        SetColor();

        if (isLocalPlayer)
        {
            string clr_name = ColorScript.GetColorName(c);

            Color clr = ColorScript.GetColor(c);
            GUIManagerScript.SetInputColor(clr, clr_name);
            clr = clr * 0.5f;
            GUIManagerScript.SetBGColor(clr);
            GUIManagerScript.FillPlayerNumber(c);
            GUIManagerScript.SetNumberInputFieldColor(clr);
            GUIManagerScript.ClearNumberInput();
        }
    }
Beispiel #5
0
    void RpcSetColor(int c)
    {
        int oldColor = color;

        color = c;
        SetColor();

        string clr_name = ColorScript.GetColorName(c);

        if (isLocalPlayer)
        {
            Color clr = ColorScript.GetColor(c);
            GUIManagerScript.SetInputColor(clr, clr_name);
            clr = clr * 0.5f;
            GUIManagerScript.SetBGColor(clr);
        }

        if (nameText == ColorScript.GetColorName(oldColor) || nameText == "")
        {
            OnNameTextChanged(clr_name);
        }
    }
    public void RpcStartGame(int s)
    {
        songID            = s;
        scored_ThisRound  = 0;
        scored_TimeBonus  = 0;
        scored_FirstBonus = false;
        scored_WasGuessed = false;

        //playerParent.GetComponent<PlayerParentScript>().Unlock();

        // Bullshit code. Temp? Maybe not?
        // What if player WAS ready, but now that we're actually starting they are no longer?
        // Too late for them! Let's double check
        if (!ready)
        {
            Assert.IsFalse(ready, "Player wasn't ready, but the server thought they were!");
            // Oh noes! What do we do? Let's cheat:
            SetReady(true);
            // See buddy, you were ready the whole time, right?
        }
        ResetMatch();

        if (isLocalPlayer)
        {
            GUIManagerScript.SetButton(false);

            GUIManagerScript.SetBackButton(false);

            Color clr = ColorScript.GetColor(GetColor());
            clr = clr * 0.5f;
            GUIManagerScript.SetNumberInputFieldColor(clr);
            GUIManagerScript.ClearNumberInput();
            GUIManagerScript.SetSongSetButton(false);

            //Hacky bullshit for finding which kind of game we're in?
            GameManagerScript gameManager = FindObjectOfType <GameManagerScript>();
            Assert.IsNotNull <GameManagerScript>(gameManager);
            int index = gameManager.GetSongSet();

            AudioManagerScript.instance.StartGameMusic(index);

            GUIManagerScript.SetClassicGameParent(color, ColorScript.GetColor(color), ColorScript.GetColorName(color));

            localPScript.reminded = false;
        }

        List <CaptainsMessPlayer> players = GetPlayers();

        foreach (CaptainsMessPlayer player in players)
        {
            NetworkedPlayerScript nps = player.GetComponent <NetworkedPlayerScript>();
            if (!nps.isLocalPlayer)
            {
                player.GetComponent <NetworkedPlayerScript>().playerButton.SetActive(true);
                player.GetComponent <NetworkedPlayerScript>().playerButton.GetComponent <Button>().interactable = true;
            }
        }
    }