/// <summary> /// Dołącza do gry osoby które na to czekają /// </summary> protected void JoinWaiting() { PlayerModel.PlayerStatus playerStatusFilter = PlayerModel.PlayerStatus.WAITING | PlayerModel.PlayerStatus.FOLDED; foreach ( PlayerModel player in this.GameTableModel.PlayersList. //Znajdujemy wymaganych graczy Where(b => (b.Status & playerStatusFilter) != 0). //Jeśli gracz wyszedł nie aktywujemy go i tak zostanie usuniety lub juz zostal Select(c => c).ToList() ) { if (player.Status.HasFlag(PlayerModel.PlayerStatus.WAITING)) { player.Status &= ~PlayerModel.PlayerStatus.WAITING; } if (player.Status.HasFlag(PlayerModel.PlayerStatus.FOLDED)) { player.Status &= ~PlayerModel.PlayerStatus.FOLDED; } //Aktywujemy gracza if (!player.Status.HasFlag(PlayerModel.PlayerStatus.INGAME)) { player.Status |= PlayerModel.PlayerStatus.INGAME; } } }
/// <summary> /// Lista graczy którzy uczestniczą w grze / filtrowanie przez status /// </summary> /// <param name="table"></param> /// <returns></returns> public static List <PlayerModel> PlayerHavingPlayStatus(this TableModel table) { PlayerModel.PlayerStatus playerStatusFilter = PlayerModel.PlayerStatus.INGAME; return(table.PlayersList.ToList(). Where(b => (b.Status & playerStatusFilter) != 0). ToList()); }
public void Move(PlayerModel.PlayerStatus _status) { Vector3 speed = Vector3.zero; speed.x = _status.direction.x; speed.z = _status.direction.y; speed = speed * _status.speed * Time.deltaTime; view.RefreshPosition(_status, speed); }
private int GetActivePlayerCounter() { PlayerModel.PlayerStatus playerStatusFilter = PlayerModel.PlayerStatus.INGAME | PlayerModel.PlayerStatus.WAITING | PlayerModel.PlayerStatus.FOLDED; var ActivePlayerCounter = GameModel.Table.PlayersList.ToList(). Where(b => (b.Status & playerStatusFilter) != 0). Count(); return(ActivePlayerCounter); }
public void Preload(MobModel.AgentStatus _status) { foreach (MobModel.Agent agent in _status.agents) { Debug.Log("sdsdsd"); GameObject obj = new GameObject(); obj.name = "121212"; //MobAI ai = obj.AddComponent<MobAI>(); // ai.SetUp(agent) PlayerModel.PlayerStatus playerStatus = _status.Access(PlayerModel.NAME) as PlayerModel.PlayerStatus; Debug.Log(playerStatus.direction); } }
/// <summary> /// Usuwa graczy którzy wyszli z gry /// </summary> protected void RemoveLeavers(Game game) { PlayerModel.PlayerStatus playerStatusFilter = PlayerModel.PlayerStatus.LEAVED; //Jesli sa gracze ktorzy maja LEAVEGAME status, usuwamy ich ze stolu var _leaved_players = game.GameTableModel.PlayersList.ToList(). Where(b => (b.Status & playerStatusFilter) != 0). Select(c => c).ToList(); foreach (PlayerModel _leaved_player in _leaved_players) { _leaved_player.LeaveGame(this.GameModel); } }
public void RefreshPosition(PlayerModel.PlayerStatus _status, Vector3 _speed) { spacePlayer.cc.Move(_speed); }