Ejemplo n.º 1
0
 [ClientRpc]//from server to clients
 private void RpcGameState(CardConstants.GameTurnState newState, string message, double mainPotinfo)
 {
     ClientHandleState(newState, message, mainPotinfo);
 }//broadcasting the game state and main pot at the start of every state or turn
Ejemplo n.º 2
0
    [Client]//run only on clients side
    void ClientHandleState(CardConstants.GameTurnState newState, string message, double mainPotinfo)
    {
        turnState = newState;
        string msg = "Client TurnState:" + newState + " : " + message;

        MainPot            = mainPotinfo;
        MainPotAmount.text = mainPotinfo.ToString();
        infoText.text      = message;
        Debug.Log(msg);

        ClientDisableAllButtons();

        switch (newState)
        {
        case CardConstants.GameTurnState.ShufflingDeck:
        {
            ClientState_StartDeck();
            break;
        }

        case CardConstants.GameTurnState.WaitingForBets:
        {
            ClientState_WaitingForBets();
            break;
        }

        case CardConstants.GameTurnState.Flop:
        {
            break;
        }

        case CardConstants.GameTurnState.Turn:
        {
            break;
        }

        case CardConstants.GameTurnState.River:
        {
            break;
        }

        case CardConstants.GameTurnState.DealingCards:
        {
            ClientState_DealingCards();
            break;
        }

        case CardConstants.GameTurnState.PlayingPlayerHand:
        {
            ClientState_PlayHands();
            break;
        }


        case CardConstants.GameTurnState.Complete:
        {
            ClientState_Complete();
            break;
        }
        }
    }//this function responsible to updateing the state of the turn at the client side and starting a function according to the game status
Ejemplo n.º 3
0
 void ServerEnterGameState(CardConstants.GameTurnState newState, string message, double mainPotinfo)
 {
     Debug.Log("Server Enter state:" + newState);
     turnState = newState;
     RpcGameState(newState, message, mainPotinfo);
 }//this function responsible for the status of the Game and broadcasting it to the client