/** * Default constuctor, just set the values to {1,1} */ public GameDiceGump(DiceState _ds) : base(0, 30) { this.ds = _ds; this.currentRoll = 10; this.diceToBeat = 20; AddRollGump(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); rb.useGravity = false; rollValue = 0; currentState = DiceState.NotRolled; }
protected void Dice_OnUsed(DiceController InDice, DiceState InState) { // We're checking if player used all his dices already (or he has no other // moves available) if so, we're skipping his turn. // However, we want to do that only, if the player is actually supposed to move his pawn. // If that's not the case and the dice was used, it means that GameManager automatically // moved player's pawn from Band to the board. In such scenario, we'll skip player's turn // in Dice_OnRolled() after using MovePawnFromBand(). if (State == GameState.RedPlayerMoves || State == GameState.WhitePlayerMoves) { bool bEveryFullyUsed = true; foreach (DiceController dice in Dices) { if (dice.GetUsageState() != DiceState.FullyUsed) { bEveryFullyUsed = false; break; } } // TODO: checking if there are any available moves bool bAvailableMovesExist = true; if (bEveryFullyUsed || !bAvailableMovesExist) { SwitchGameState(); } } }
public void Init(DiceState diceState) { image1.sprite = GameHelper.Instance.GetDiceSprite(diceState.Number1); image2.sprite = GameHelper.Instance.GetDiceSprite(diceState.Number2); this.GetComponent <RectTransform>().DOScale(Vector3.one, 0.6f); }
//public void Ready() //{ // readyButton.gameObject.SetActive(false); // rebetButton.gameObject.SetActive(false); // rollButton.gameObject.SetActive(true); // rollButton.interactable = true; //} //public void Rebet() //{ //} public void ThrowTwoDices(DiceState diceState) { AudioControl.Instance.PlaySound(AudioControl.EAudioClip.RollDice); IsInBox = false; rollButton.interactable = false; undoButton.interactable = false; clearButton.interactable = false; ////Test code //GameTestHelper.Instance.gameObject.SetActive(false); CanvasControl.Instance.gameCrap.chipsManager.IsChipsCanDrag = false; hisDice.Init(diceState); hisDice.gameObject.SetActive(false); CanvasControl.Instance.gameCrap.CurrentDiceState = diceState; dice1.gameObject.SetActive(true); dice1.Throw(GetRandomDirection(), GetRandomVelocity()); dice2.gameObject.SetActive(true); dice2.Throw(GetRandomDirection(), GetRandomVelocity()); StartCoroutine(DelayOpenDiceCollider()); }
public LiarsDice(Serial serial) : base(serial) { this.Name = "Liar's Dice Game"; this.Weight = 1.0; this.Hue = 2117; ds = new DiceState(GOLD_PER_GAME, GAME_BALANCE_MIN, GAME_BALANCE_MAX, GAME_PLAYER_TO_ACT_SECONDS, GAME_MAX_PLAYERS); }
/** * Create new Dice Gump and set it's values to a given array) */ public GameDiceGump(DiceState _ds, int _currentRoll, int _diceToBeat) : base(0, 30) { this.ds = _ds; this.currentRoll = _currentRoll; this.diceToBeat = _diceToBeat; AddRollGump(); }
public GameState(IDictionary <string, BoardUnit> playerUnits, RoundState roundState, string currentGamePhase, DiceState diceState, int currentPlayerNumber) { _playerUnits = playerUnits; _roundState = roundState; DiceState = diceState; CurrentGamePhase = currentGamePhase; CurrentPlayerNumber = currentPlayerNumber; }
public TokyoGameState(IDictionary <string, BoardUnit> playerUnits, RoundState roundState, string currentGamePhase, DiceState diceState, int currentPlayerNumber, int score) : base(playerUnits, roundState, currentGamePhase, diceState, currentPlayerNumber) { Score = score; }
internal void RollDice() { currentState = DiceState.Rolled; rb.useGravity = true; float dirX = Random.Range(0, 500); float dirY = Random.Range(0, 500); float dirZ = Random.Range(0, 500); rb.AddForce(-transform.right * 3000); rb.AddTorque(dirX, dirY, dirZ); }
public void PointButton() { DiceState diceState = GameHelper.Instance.RandomDice(); while (!diceState.IsPoint()) { diceState = GameHelper.Instance.RandomDice(); } CanvasControl.Instance.gameCrap.diceManager.ThrowTwoDices(diceState); }
private void AnimateDice(DiceState c) { DiceRolls = c.GetDiceValues().ToList(); if (NotifyPropertyChanged.Count != 0 && NotifyPropertyChanged[0] is DiceState) { NotifyNoPossibleMovesAvailable(); } else { GenerateDiceImages(); } }
public void AddDiceState(DiceState diceState) { if (diceQueue.Count < MaxNumber) { diceQueue.Enqueue(diceState); } else { diceQueue.Dequeue(); diceQueue.Enqueue(diceState); } BuildHisDice(diceState); }
public void Roll() { if (CanvasControl.Instance.gameCrap.chipsManager.GetAllChipsValue() > 0) { DiceState diceState = GameHelper.Instance.RandomDice(); CanvasControl.Instance.gameCrap.SetGameStateText(CanvasControl.Instance.gameCrap.chipsManager.GetAllChipsValue(), true); CanvasControl.Instance.gameCrap.OneRollWinAndLoseResult = 0; ThrowTwoDices(diceState); } else { GameHelper.Instance.ShowDialogMessage("Please place a bet on the table."); } }
public void CrapsButton() { DiceState diceState = GameHelper.Instance.RandomDice(); while (!diceState.IsCraps()) { diceState = GameHelper.Instance.RandomDice(); } CanvasControl.Instance.gameCrap.diceManager.ThrowTwoDices(diceState); //showeDice.Init(diceState); //CanvasControl.Instance.gameCrap.CurrentDiceState = diceState; //CanvasControl.Instance.gameCrap.historyPanelManager.AddDiceState(diceState); }
public ExitDiceGump(DiceState _ds) : base(325, 345) { this.ds = _ds; this.Closable = false; this.Disposable = false; this.Dragable = true; this.Resizable = false; this.AddPage(0); this.AddBackground(6, 4, 225, 150, 9200); this.AddLabel(LEFT_BAR, 25, 0, @"Are You Sure You"); this.AddLabel(LEFT_BAR, 45, 0, @"Want To Exit?"); this.AddLabel(LEFT_BAR, 85, 32, @"Back"); AddButton(LEFT_BAR, 110, 4005, 4006, 1, GumpButtonType.Reply, 3); this.AddLabel(LEFT_BAR + 95, 85, 32, @"Yes"); AddButton(LEFT_BAR + 95, 110, 4017, 4018, 2, GumpButtonType.Reply, 3); }
protected void SetState(DiceState InState) { State = InState; if (FadeRenderer != null) { if (State == DiceState.NotUsed) { FadeRenderer.gameObject.SetActive(false); } else { FadeRenderer.sprite = State == DiceState.FullyUsed ? FadeFull : FadeHalf; FadeRenderer.gameObject.SetActive(true); } } }
// szansa, że w kroku t będzie stan iState private StateWithChance MaxhChanceToBeInIState(int t, DiceState iState) { var maxChance = new StateWithChance(default(DiceState), double.MinValue); foreach (var jState in this.States) { var value = this.chances[jState][t - 1].Chance + Math.Log(this.TransitionMatrix[jState, iState]) + Math.Log(this.EmissionMatrix[iState, this.Observations[t]]); if (value > maxChance.Chance) { maxChance = new StateWithChance(jState, value); } } return(maxChance); }
public static TokyoGameState Create() { var turnDice = new DiceData("TurnDice", "res://BoardGame/Dice/DiceDisplay.tscn", new [] { "Attack", "Energy", "Health" }, new [] { 0, 0, 0 }, new [] { "res://BoardGame/Dice/bite.png", "res://BoardGame/Dice/miss.png", "res://BoardGame/Dice/ok.svg" }, 3); var diceDictionary = new Dictionary <string, DiceData> { { "TurnDice", turnDice } }; var diceState = new DiceState(diceDictionary, string.Empty, DicePhase.Hidden, string.Empty); return(new TokyoGameState(new Dictionary <string, BoardUnit>(), new RoundState(0, 1), string.Empty, diceState, 1, 0)); }
public void Roll() { if (bCanRoll) { State = DiceState.NotUsed; if (FadeRenderer != null) { FadeRenderer.gameObject.SetActive(false); } bCanRoll = false; bFinishedRolling = false; StartCoroutine(RollCoroutine()); } else { } }
public NewDiceGameGump(DiceState _ds, int _bankBalance) : base(325, 345) { this.ds = _ds; this.bankBalance = _bankBalance; this.Closable = false; this.Disposable = false; this.Dragable = true; this.Resizable = false; this.AddPage(0); this.AddBackground(6, 4, 190, 150, 9200); this.AddLabel(LEFT_BAR, 20, 0, @"Liars Dice"); this.AddLabel(LEFT_BAR, 40, 0, @""); this.AddLabel(LEFT_BAR, 60, 32, @"Balance: " + bankBalance + " gp."); AddImageTiled(LEFT_BAR, 80, 142, 21, 2501); AddTextEntry(LEFT_BAR + 7, 80, 200, 30, 255, 0, @""); AddButton(LEFT_BAR, 110, 4005, 4006, 1, GumpButtonType.Reply, 3); AddButton(LEFT_BAR + 95, 110, 4017, 4018, 2, GumpButtonType.Reply, 3); }
void Awake() { DontDestroyOnLoad(this); bcManager = (BattleCheckManager)FindObjectOfType(typeof(BattleCheckManager)); diceStates = new DiceState[battleDice.Length]; for (int i = 0; i < battleDice.Length; i++) { diceStates[i] = new DiceState(); } //if (characterInstance == null) { // characterInstance = this; //} else { // DestroyObject(gameObject); //} _animator = this.GetComponent <Animator> (); }
public void OkButton() { int diceNumber; if (int.TryParse(diceInputField.text, out diceNumber)) { if (diceNumber >= 2 && diceNumber <= 12) { DiceState diceState = GameHelper.Instance.RandomDice(); while (diceState.Sum != diceNumber) { diceState = GameHelper.Instance.RandomDice(); } diceInputField.text = ""; CanvasControl.Instance.gameCrap.diceManager.ThrowTwoDices(diceState); } } }
private void BuildHisDice(DiceState diceState) { GameObject goPrefab = Resources.Load("HisDice") as GameObject; GameObject go = Instantiate(goPrefab) as GameObject; go.transform.SetParent(historyPanel); go.transform.localScale = Vector3.zero; go.transform.localPosition = Vector3.zero; go.transform.SetAsFirstSibling(); currentNumber++; HisDice hisDice = go.GetComponent <HisDice>(); hisDice.Init(diceState); if (currentNumber > MaxNumber) { Destroy(historyPanel.GetChild(currentNumber - 1).gameObject); currentNumber--; } }
public StatusDiceGump(DiceState _ds, string[] playerNames, int[] playerBalances, int[] playPrevRollIdx, int currPlayerIdx) : base(325, 30) { this.ds = _ds; AddStatusGump(); AddInformation(playerNames, playerBalances, playPrevRollIdx, currPlayerIdx); }
public StatusDiceGump(DiceState _ds) : base(325, 30) { this.ds = _ds; AddStatusGump(); }
public Dice(DiceState diceState, int maxNumber = 6) { DiceState = diceState; MaxNumber = maxNumber; Random = new Random(); }
public CallBluffGump(DiceState _ds) : base(325, 345) { this.ds = _ds; AddCallBluffGump(); }
public CallBluffGump(DiceState _ds, int bluffedRoll) : base(325, 345) { this.ds = _ds; AddCallBluffGump(); AddInformation(bluffedRoll); }
public static void Initialize() { CommandSystem.Register("mex", AccessLevel.Player, new CommandEventHandler(DiceCommand_OnCommand)); ds = new DiceState(GOLD_PER_GAME, GAME_BALANCE_MIN, GAME_BALANCE_MAX, GAME_PLAYER_TO_ACT_SECONDS, GAME_MAX_PLAYERS); }