public void Go_Pressed() { bool allPlayersReady = false; // NetMan.AllPlayersReady is inconsistent upon reloading lobby scene so using this instead foreach (var player in NetMan.roomSlots) { allPlayersReady = player.readyToBegin; if (allPlayersReady == false) { break; } } if (IsHost() && allPlayersReady) { GameObject roundInfo = GameObject.Find("RoundInfo"); if (roundInfo != null) { PersistentRoundInfo pri = roundInfo.GetComponent <PersistentRoundInfo>(); pri.currentRound = 1; pri.playerOneScore = 0; pri.playerTwoScore = 0; } LocalPlayer.CmdStartGame(); return; } // toggle the ready state LocalPlayer.CmdChangeReadyState(!LocalPlayer.readyToBegin); }
void Update() { PersistentRoundInfo currentRoundHolder = FindObjectOfType <PersistentRoundInfo>(); currentRound = currentRoundHolder.currentRound; myText.text = "Round " + currentRound.ToString(); }
// Start is called before the first frame update void Start() { PersistentRoundInfo currentRoundHolder = FindObjectOfType <PersistentRoundInfo>(); currentRound = currentRoundHolder.currentRound; myText = gameObject.GetComponent <Text>(); myText.text = "Round " + currentRound.ToString(); }
// Update is called once per frame void Update() { PersistentRoundInfo currentScoreHolder = FindObjectOfType <PersistentRoundInfo>(); if (isPlayerOne) { score = currentScoreHolder.playerOneScore; } else { score = currentScoreHolder.playerTwoScore; } myText.text = score.ToString(); }
// Start is called before the first frame update void Start() { PersistentRoundInfo currentScoreHolder = FindObjectOfType <PersistentRoundInfo>(); if (isPlayerOne) { score = currentScoreHolder.playerOneScore; } else { score = currentScoreHolder.playerTwoScore; } myText = gameObject.GetComponent <Text>(); myText.text = score.ToString(); }
private void CalculateWinner() { PersistentRoundInfo thisRoundInfo = FindObjectOfType <PersistentRoundInfo>(); //Game needs to go on to next round if (thisRoundInfo.currentRound < 3) { if (playerOneScore > playerTwoScore) { winScreen.GetComponent <Text>().color = new Color(0, 255, 255); winScreen.GetComponent <Text>().text = playerOneName + " Wins!"; thisRoundInfo.playerOneScore += 1; thisRoundInfo.currentRound += 1; } else if (playerTwoScore > playerOneScore) { winScreen.GetComponent <Text>().color = new Color(0.92f, 0.5f, 0.04f, 1); winScreen.GetComponent <Text>().text = playerTwoName + " Wins!"; thisRoundInfo.playerTwoScore += 1; thisRoundInfo.currentRound += 1; } else { winScreen.GetComponent <Text>().color = new Color(255, 255, 255); winScreen.GetComponent <Text>().text = "Draw!"; thisRoundInfo.currentRound += 1; } SoundControl.PlayWinSound(); winScreen.SetActive(true); StartCoroutine(NextRound(thisRoundInfo.currentRound)); } //Game done else { if (playerOneScore > playerTwoScore) { FindObjectOfType <PersistentRoundInfo>().playerOneScore += 1; } else if (playerTwoScore > playerOneScore) { FindObjectOfType <PersistentRoundInfo>().playerTwoScore += 1; } if (thisRoundInfo.playerOneScore > thisRoundInfo.playerTwoScore) { winScreen.GetComponent <Text>().color = new Color(0, 255, 255); winScreen.GetComponent <Text>().text = "Game Over! \n" + playerOneName + " Wins!"; } else if (thisRoundInfo.playerTwoScore > thisRoundInfo.playerOneScore) { winScreen.GetComponent <Text>().color = new Color(0.92f, 0.5f, 0.04f, 1); winScreen.GetComponent <Text>().text = "Game Over! \n" + playerTwoName + " Wins!"; } else { winScreen.GetComponent <Text>().color = new Color(255, 255, 255); winScreen.GetComponent <Text>().text = "Game Over! \n Draw!"; } SoundControl.PlayWinSound(); winScreen.SetActive(true); StartCoroutine(EndGame()); } }