Example #1
0
    /*
     * Function will be called after a player arrives to his destination.
     * Set this player's PlayerMovement to disabled, and as described in the usage section
     * of that script.
     */
    private void OnPlayerArrived(EventInfo eventInfo)
    {
        AbstractTile currentTile = currentPlayer.GetCurrentTile();
        // convert tile to interface, to use each tile's type's specific functions
        ITile currentTileInterface = currentTile as ITile;

        currentPlayer.playerMovement.enabled = false;
        if (!currentTile.tileHasOwner())
        {
            // prompt player to pay
            if (currentTile.GetTILE_TYPE() != TILE_TYPE.EMPTY)
            {
                currentTileInterface.prompyBuyLocation();
                GUImanager.EnableButton(BUTTON_TYPE.BUY);
            }
        }
        else
        {
            if (currentTile.tileHasItem())
            {
                currentTile.buyItem(currentPlayer);
            }
            // if tile has an item, player is forced to buy item if he has enough money
            // GUImanager.promptTileBuy(currentPlayer.GetCurrentTile().getTileCard());
        }
        GUImanager.EnableButton(BUTTON_TYPE.END_TURN);
    }
Example #2
0
 public void enableInitialGUIandStart()
 {
     GUImanager.EnableButton(BUTTON_TYPE.END_TURN);
     GUImanager.EnableButton(BUTTON_TYPE.THROW_DICE);
     GUImanager.setPlayerListGUI(true);
     for (int i = 0; i < GameInfo.playersNo; i++)
     {
         players[i].calculateIncome();
     }
     startTurn();
 }
Example #3
0
 /*
  * called by a button for player
  */
 public void endTurn()
 {
     // current player will become next player
     // dice will be enabled
     GUImanager.disableGlowofPlayer(currentPlayerIndex);
     GUImanager.DisableButton(BUTTON_TYPE.BUY);
     currentPlayerIndex += 1;
     currentPlayerIndex %= (short)players.Length;
     currentPlayer       = players[currentPlayerIndex];
     DiceManager.resetDices();
     GUImanager.EnableButton(BUTTON_TYPE.THROW_DICE);
     GUImanager.removeImage(); // temprory
     startTurn();
     // Also, throw button should be enabled, and made interacable
 }
Example #4
0
 /*
  * called by manager
  */
 public void startTurn()
 {
     // allow the current player to throw a dice, or do any possible action at this time
     // ex. trade, mortgage, charity, etc.
     // STATUS: WAITING FOR DICE THROW
     GUImanager.enableGlowofPlayer(currentPlayerIndex);
     GUImanager.DisableButton(BUTTON_TYPE.END_TURN);
     GUImanager.EnableButton(BUTTON_TYPE.THROW_DICE);
     // after Dice throw:
     // STATUS: AFTER DICE THROW
     // here, disable dice throw, unless double
     // events should be fired. Buy land, pull card, etc.
     // also, all options before the hrow should be open.
     // enable the button to end the turn
 }