/*----------------------------------------------------------------------------------------------------------------------*/ // Start is called before the first frame update void Start() { //Connect to turnOrderManager UNOsystem = FindObjectOfType <UNO>(); input = FindObjectOfType <UserInput>(); //Connect to Wild Menu WMsystem = FindObjectOfType <WildMenu>(); HardAI = FindObjectOfType <HardAI>(); nav = FindObjectOfType <Navigation>(); //For game being declared over GameOverSystem = FindObjectOfType <GameOverMenu>(); orderManager = GetComponent <turnOrderManager>(); currPlayer = "NULL"; phase = 0; UNOcalled = false; cardDrawn = false; playAllowed = false; playDone = false; AIdraw = false; AIplay = false; AIselectedCard = "NULL"; }
// Start is called before the first frame update void Start() { HardAI = FindObjectOfType <HardAI>(); //List<string> CPUCards = CPU1; //List<string> Player1Cards = Player1; PlayCards(); }
IEnumerator DoGenerateAIs(CSVImporter_script.ImportedValues[] values) { if (!AssetLoader.AILoadingDone) //wait for all AI images to load { yield return(new WaitForSeconds(1f)); yield return(null); } foreach (CSVImporter_script.ImportedValues value in values) { if (value.Values[0] == "") //skip empty entries { continue; } AIStatesClass newAI = new AIStatesClass(); newAI.Difficulty = value.Values[0]; newAI.AIName = value.Values[1]; string[] deckValues = value.Values[2].Split(','); newAI.DeckValues = new List <string>(); foreach (string card in deckValues) { //int cardValue = int.Parse(card); //newAI.DeckValues.Add(cardValue); newAI.DeckValues.Add(card); } newAI.EndOffset = int.Parse(value.Values[3]); newAI.RiskValue = float.Parse(value.Values[4]); newAI.SpriteRef = value.Values[5]; newAI.AISprite = AssetLoader.GetAISprite(newAI.SpriteRef); newAI.Odds = float.Parse(value.Values[6]); if (newAI.Difficulty == "Easy") { EasyAI.Add(newAI); } else if (newAI.Difficulty == "Medium") { MediumAI.Add(newAI); } else if (newAI.Difficulty == "Hard") { HardAI.Add(newAI); } //AllAIs.Add(newAI); } //SelectDifficulty(_gameController.Difficulty); }
public List <AIStatesClass> GetAIs() { List <AIStatesClass> aiList = new List <AIStatesClass>(); EasyAI.Shuffle(); MediumAI.Shuffle(); HardAI.Shuffle(); aiList.Add(EasyAI[0]); aiList.Add(MediumAI[0]); aiList.Add(HardAI[0]); return(aiList); }
// Start is called before the first frame update void Start() { //UNOsystem = UNOobject.GetComponent<UNO>(); UNOsystem = FindObjectOfType <UNO>(); //actionManager = turnManager.GetComponent<turnActionManager>; actionManager = FindObjectOfType <turnActionManager>(); HardAI = FindObjectOfType <HardAI>(); //TEMPORARY VARIABLES FOR DEMO deckClick = false; cardClick = false; //player1Click = false; discardPileClick = false; UNObuttonClick = false; playerSafe = false; CPUSafe = false; // Instantiation of UNO object used for rearranging position of Player1 cards // +Changed to UNOsystem; modified code to fit. //uno = FindObjectOfType<UNO>(); }
// Start is called before the first frame update void Start() { bottomLeft = Camera.main.ScreenToWorldPoint(new Vector2(0, 0)); topRight = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); AudioManager.AudioSource = AudioSource; gameBall = Instantiate(ball) as Ball; gameBall.GameManager = this; leftPaddle = Instantiate(paddle) as Paddle; leftPaddle.Init(false, new PlayerControl("PaddleLeft")); rightPaddle = Instantiate(paddle) as Paddle; IPaddleControls controls = null; switch (GameManager.GameType) { case GameType.MULTIPLAYER: controls = new PlayerControl("PaddleRight"); break; case GameType.EASY: controls = new EasyAI(gameBall, rightPaddle); rightPaddle.speed = 4; break; case GameType.MEDIUM: controls = new MediumAI(gameBall, rightPaddle); rightPaddle.speed = 5; break; case GameType.HARD: controls = new HardAI(gameBall, rightPaddle); rightPaddle.speed = 7; break; } rightPaddle.Init(true, controls); leftPaddle.CanMove = false; rightPaddle.CanMove = false; NewGameData(); }
public void SetGameController1Reference(HardAI controller1) { gameController1 = controller1; }