public void Bowl(int pinFall) { try { bowls.Add(pinFall); ActionMasterOld.myAction nextAction = ActionMasterOld.NextAction(bowls); pinSetter.PerformAction(nextAction); ball.ballReset(); } catch (System.Exception) { Debug.LogWarning("something wrong with Bowl()"); throw; } try { scoreBoard.FillRolls(bowls); scoreBoard.FillFrames(ScoreMaster.ScoreCumulative(bowls)); } catch (System.Exception) { Debug.LogWarning("FillRollCard failed"); throw; } }
public void PerformAction(ActionMasterOld.myAction action) { if (action == ActionMasterOld.myAction.Tidy) { myAnimator.SetTrigger("onTidy"); } else if (action == ActionMasterOld.myAction.Reset) { myAnimator.SetTrigger("onReset"); pinCounter.ResetlastSettleCount(); } else if (action == ActionMasterOld.myAction.EndTurn) { myAnimator.SetTrigger("onReset"); pinCounter.ResetlastSettleCount(); } else if (action == ActionMasterOld.myAction.EndGame) { //throw new UnityException("Don't know what to do with endgame yet"); GameManager.EndGame(); } }