public void Start() { if (types.Count > 0) { selected = types[0]; } changeTime = 0; }
public IMoveType DetermineMove() { IMoveType[] moves = new IMoveType[] { new Rock(), new Scissors(), new Paper() }; Random rnd = new Random(); var move = moves[rnd.Next(moves.Length)]; return(move); }
private void Update() { if (types.Count <= 0) { return; } counter += Time.deltaTime; if (counter > changeTime) { selected = types[Random.Range(0, types.Count)]; counter -= changeTime; changeTime = Random.Range(0.0F, 4.0F); } selected.Move(speed, transform); }
public GameResults.ResultsType CanBeat(IMoveType moveType) { switch (moveType) { case Rock r: return(GameResults.ResultsType.Win); case Scissors s: return(GameResults.ResultsType.Lose); case Paper p: return(GameResults.ResultsType.Tie); default: return(GameResults.ResultsType.Tie); } }
public void SetObject(string guntype, string movetype) { Guntype = GunFactory.GetGun(guntype); MoveType = MovetypeFactory.GetMoveType(movetype); }
public WriteToDb(IMoveType moveType) { _moveType = moveType; }
public Move(IMoveType moveType, List <Vector2Int> pointList) { PointList = pointList; MoveType = moveType; }