Beispiel #1
0
        protected override void OnStart()
        {
            if (XPlayerTile == null)
            {
                Debug.LogError("X Player Tile GameObject is null!");
            }
            else
            {
                XPlayer = XPlayerTile.GetComponent <TicTacToePlayer>();
            }

            if (OPlayerTile == null)
            {
                Debug.LogError("O Player Tile GameObject is null!");
            }
            else
            {
                OPlayer = OPlayerTile.GetComponent <TicTacToePlayer>();
            }

            LocalPlayers.Add(XPlayer);
            LocalPlayers.Add(OPlayer);

            Reset();
        }
Beispiel #2
0
        protected override void OnUpdateGamepad(SocketGamepad gamepad)
        {
            switch (CurrentMode)
            {
            case CurrentModeType.WaitForPlayers:
                break;

            case CurrentModeType.WaitForReady:
                //Check if player is present
                if (ActiveGamepads.ContainsKey(gamepad))
                {
                    if (DateTime.Now.Ticks > ActiveGamepads[gamepad].InputWait)
                    {
                        if (!ActiveGamepads[gamepad].Ready)
                        {
                            ActiveGamepads[gamepad].Ready = true;
                        }
                    }
                }

                //Check if all players have readied
                if (ActiveGamepads.Values.Count(p => p.Ready) >= 2)
                {
                    StartGame();
                    ActiveGamepads[gamepad].InputWait = DateTime.Now.Ticks + (InputWaitMs * TimeSpan.TicksPerMillisecond);
                }
                break;

            case CurrentModeType.Playing:
                if (ActiveGamepads.ContainsKey(gamepad))
                {
                    TicTacToePlayer player = (TicTacToePlayer)ActiveGamepads[gamepad];
                    if (player.isMyTurn)
                    {
                        for (int b = 0; b < 9; b++)
                        {
                            if (gamepad.GetButton("button " + b.ToString()) && Grid[b].CurrentMark == 0)
                            {
                                ActiveGamepads[gamepad].InputWait = DateTime.Now.Ticks + (InputWaitMs * TimeSpan.TicksPerMillisecond);
                                SetCell(b, player.Xs ? 1 : 2);
                                break;
                            }
                        }
                    }
                }
                break;
            }
        }
Beispiel #3
0
        protected override void OnGamepadUnplugged(SocketGamepad gamepad)
        {
            if (ActiveGamepads.ContainsKey(gamepad))
            {
                //Remove from players
                TicTacToePlayer player = (TicTacToePlayer)ActiveGamepads[gamepad];
                player.PlayerIcon.SetActive(false);
                ActiveGamepads.Remove(gamepad);
                LocalPlayers.Remove(player);
                player.Gamepad = null;

                if (XPlayer.Gamepad == null && OPlayer.Gamepad == null)
                {
                    CurrentMode = CurrentModeType.WaitForPlayers;
                }
            }
        }
Beispiel #4
0
        protected void SendGameState(SocketGamepad gamepad)
        {
            SGUpdateMsg     GameStateMsg = new SGUpdateMsg();
            TicTacToePlayer tttPlayer    = (TicTacToePlayer)ActiveGamepads[gamepad];

            GameStateMsg.SGID        = tttPlayer.PlayerId;
            GameStateMsg.MessageType = "gamestate";
            GameStateMsg.Data        = new JSONObject();
            JSONObject CellJSON = new JSONObject(JSONObject.Type.ARRAY);

            GameStateMsg.Data.AddField("mark", tttPlayer.Xs ? 1 : 2);
            for (int m = 0; m < 9; m++)
            {
                CellJSON.list.Add(new JSONObject(Grid[m].CurrentMark));
            }
            GameStateMsg.Data.AddField("cells", CellJSON);
            GameStateMsg.Serialize();

            Debug.Log("Sending Game State: " + GameStateMsg.ToString());

            socket.Emit("SGUpdateMsg", GameStateMsg);
        }