Example #1
0
    public void EndVote()
    {
        voteStarted = false;

        // UI for ending vote
        setVoteUI.SetActive(false);
        currentVoteUI.SetActive(false);
        voteTopRightUI.SetActive(false);
        playersUI.ClearSuspectedPlayer(suspectedPlayer);

        // End timer
        Timer.voteTimer.End();

        // Update players UI
        foreach (PlayableCharacter character in FindObjectsOfType <PlayableCharacter>())
        {
            playersUI.ClearVote(character);
        }

        // Handle voting off player
        if (playersVotingFor.Count > playersVotingAgainst.Count)
        {
            if (suspectedPlayer.IsMe())
            {
                // Voted off player should be killer
                suspectedPlayer.Kill();

                // Check if the game should now end as a result of the vote
                // Same number of traitors left as loyals - Traitors win
                if (NetworkManager.instance.NumberOfTeamRemaining(Team.Loyal) == NetworkManager.instance.NumberOfTeamRemaining(Team.Traitor))
                {
                    gameSceneManager.EndGame(Team.Traitor);
                }
                // No traitors left - Loyals win
                else if (NetworkManager.instance.NoTraitorsRemaining())
                {
                    gameSceneManager.EndGame(Team.Loyal);
                }
                // No loayls left - Traitors win
                else if (NetworkManager.instance.NoLoyalsRemaining())
                {
                    gameSceneManager.EndGame(Team.Traitor);
                }
            }
            // Show UI to say someone was voted off
            ShowVotingOutCome(suspectedPlayer.Owner.NickName);
            StartCoroutine(ShowOutcomeInProgress());
        }
        else
        {
            // Show UI to say vote was unsuccessful
            ShowVotingUnsuccess(suspectedPlayer.Owner.NickName);
            StartCoroutine(ShowUnsuccessInProgress());
        }

        // Stop music
        votingMusic.Stop();
    }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.F1))
     {
         m_GM.AddEnergy(1);
     }
     if (Input.GetKeyDown(KeyCode.F2))
     {
         m_GM.EndGame(GnG.TeamType.Ghost);
     }
     if (Input.GetKeyDown(KeyCode.F3))
     {
         m_GM.EndGame(GnG.TeamType.Reaper);
     }
 }
 /// Return if all master tasks have been completed. If this is true the game
 /// should be ended and the loyals will win.
 public void CheckAllTasksCompleted()
 {
     if (NumberOfTasksCompleted() == tasks.Count && NetworkManager.instance.RoomPropertyIs <bool>("TasksSet", true) && !allTasksCompleted)
     {
         allTasksCompleted = true;
         gameSceneManager.EndGame(Team.Loyal);
     }
 }
    // Update is called once per frame
    void Update()
    {
        // If a sabotage is currently active check if the game has ended and update the UI
        if (sabotageable != null)
        {
            sabotageTimeRemaining.text = $"{(int)Timer.sabotageTimer.TimeRemaining()}s";

            // If the sabotage has not been completed in the time
            if (Timer.sabotageTimer.IsComplete())
            {
                // End the game
                Timer.sabotageTimer.End();
                gameSceneManager.EndGame(Team.Traitor);

                sabotageMusic.Stop();
                // backgroundMusic.UnPause();
            }

            // Set ui to show number of players currently fixing the sabotageable
            playersFixing.text = "Players Fixing: " + sabotageable.numberOfPlayersFixing;
        }
    }