public void PlayerDecide(RSPVariants decision) { foreach (var button in buttons) { button.interactable = false; } playerIcons[decision].SetActive(true); }
private IEnumerator Waiter() { yield return(new WaitForSeconds(1f)); aiChoosed = ai.Choose(); AIChoosedEvent?.Invoke(aiChoosed); yield return(new WaitForSeconds(1f)); decider.Decide(playerChoosed, aiChoosed); }
public void Decide(RSPVariants player, RSPVariants ai) { if (player == ai) { gameManager.ChangeStateChanged(Game.Draw); } else { if (player == RSPVariants.Rock && ai == RSPVariants.Scissors || player == RSPVariants.Scissors && ai == RSPVariants.Paper || player == RSPVariants.Paper && ai == RSPVariants.Rock) { scoreController.IncreaseScore(PlayerType.Player); gameManager.ChangeStateChanged(Game.Win); } else { scoreController.IncreaseScore(PlayerType.AI); gameManager.ChangeStateChanged(Game.Loose); } } }
public void AIDecide(RSPVariants decision) { PlayAudio(); aiIcons[decision].SetActive(true); }
internal void SetPlayerDecision(RSPVariants variant) { playerChoosed = variant; PlayerChoosedEvent?.Invoke(playerChoosed); StartCoroutine(Waiter()); }