Ejemplo n.º 1
0
    public static Action NextAction(List <int> pinFalls)
    {
        ActionMaster3 am            = new ActionMaster3(); // no MonoBehaviour/ so manually instantiate
        Action        currentAction = new Action();

        foreach (int thisPinFall in pinFalls)
        {
            currentAction = am.Bowl(thisPinFall);
        }
        return(currentAction);
    }
Ejemplo n.º 2
0
    public static Action NextAction(List <int> pinFalls)
    {
        ActionMaster3 actionMaster  = new ActionMaster3();
        Action        currentAction = new Action();

        foreach (int pinFall in pinFalls)
        {
            currentAction = actionMaster.Bowl(pinFall);
        }

        return(currentAction);
    }
Ejemplo n.º 3
0
    public static Action NextAction(List <int> pinFalls)
    {
        ActionMaster3 ActionMaster3 = new ActionMaster3();

        Action currentAction = Action.Undefined;

        foreach (int pinFall in pinFalls)
        {
            currentAction = ActionMaster3.Bowl(pinFall);
        }

        return(currentAction);
    }
Ejemplo n.º 4
0
 public void PerformAction(ActionMaster3.Action action)
 {
     if(action == ActionMaster3.Action.Tidy)
     {
         anim.SetTrigger ("tidyTrigger");
     } else if (action == ActionMaster3.Action.EndTurn)
     {
         anim.SetTrigger ("renewTrigger");
         pinCounter.Reset ();
     } else if(action == ActionMaster3.Action.Reset)
     {
         anim.SetTrigger ("renewTrigger");
         pinCounter.Reset ();
     } else if(action == ActionMaster3.Action.EndGame)
     {
         throw new UnityException("Don't know how to handle end game yet.");
     }
 }