Beispiel #1
0
	// MODE METHODS //
	// ------------ //

	// Setup non-AI modes.
	public void genericModeSetup(string storyDeckType){
		logger.info("Setting up game...");

		// Hide menu.
		Menu.SetActive(false);

		// Clear hand.
		foreach (Transform child in Hand.transform) {
			GameObject.Destroy(child.gameObject);
		}

		// Create the game behvaiours.
		_questBehaviour = new QuestBehaviour();
		_tournamentBehaviour = new TournamentBehaviour();
		_eventBehaviour = new EventBehaviour();

		// Setup players.
		_players = new List<Player>();

		for(int i = 0 ; i < playerChoice.Count; i++){
			if (playerChoice[i].GetComponent<Dropdown> ().value == 0) { //huMAN
				logger.info("Creating Player " + (i) + " as a human player.");
				_players.Add(new Player(i));
			}
			else if (playerChoice [i].GetComponent<Dropdown> ().value == 1) { //AI
				logger.info("Creating Player " + (i) + " as an AI player.");
						_players.Add(new AIPlayer(i, 1));
			}
		}

		// Setup decks.
		_adventureDeck = new Deck("Adventure");
		logger.info("Created adventure deck with " + _adventureDeck.GetSize() + " cards.");

		_storyDeck = new Deck(storyDeckType);
		logger.info("Created story deck with " + _storyDeck.GetSize() + " cards.");

		// Make discard piles.
		_discardPileAdventure = new Deck ("");
		_discardPileStory = new Deck ("");

		// Populate the players hands.
		logger.info("Dealing 12 cards from adventure deck to each player.");
		for(int i = 0; i < _players.Count ; i++){
			for(int x = 0 ; x < 12 ; x++){
				_players[i].addCard((_adventureDeck.Draw()));
			}
		}

		// Load up the first player.
		nextCardAndPlayer();
	}
Beispiel #2
0
	//Rig Hands and story deck
	public void rigged(string storyDeckType, string adventureDeckType){
		// Hide menu.
		Menu.SetActive(false);

		// Clear hand.
		foreach (Transform child in Hand.transform) {
			GameObject.Destroy(child.gameObject);
		}

		// Create the game behvaiours.
		_questBehaviour = new QuestBehaviour();
		_tournamentBehaviour = new TournamentBehaviour();
		_eventBehaviour = new EventBehaviour();

		// Setup players.
		_players = new List<Player>();

		for(int i = 0 ; i < playerChoice.Count; i++){
			Debug.Log(playerChoice[i].GetComponent<Dropdown>().value);
			if (playerChoice[i].GetComponent<Dropdown>().value == 0) { //huMAN
				Debug.Log ("Normal Player ID: "+ (i+1));
				_players.Add(new Player(i+1));
			}
			else if (playerChoice [i].GetComponent<Dropdown> ().value == 1) { //AI Strattegy 1
				Debug.Log ("AI Player1 ID: "+ (i+1));
				_players.Add(new AIPlayer(i+1,1));
			}
			else if (playerChoice [i].GetComponent<Dropdown> ().value == 2) { //AI Strattegy 2
				Debug.Log ("AI Player2 ID: "+ (i+1));
				_players.Add(new AIPlayer(i+1,2));
			}
		}

		// Setup decks.
		_adventureDeck = new Deck(adventureDeckType);
		_storyDeck = new Deck(storyDeckType);
		_discardPileAdventure = new Deck ("");
		_discardPileStory = new Deck ("");

		// Populate the players hands.
		for(int i = 0; i < _players.Count ; i++){
			for(int x = 0 ; x < 12 ; x++){
				_players[i].addCard((_adventureDeck.Draw()));
			}
		}

		// Load up the first player.
		nextCardAndPlayer();
	}