// Use this for initialization void Start() { thisPlayerBack = GetComponent <MoveBackwards>(); rectTransform = GetComponent <RectTransform>(); thisPlayerMove = GetComponent <MoveOneTile>(); thisPlayerMove.OnEndMoveEvent += ReactToEndMove; thisPlayerBack.OnEndMoveEvent += ReactToEndMove; }
// Use this for initialization void CheckForTurn(int ID) { if (talismanEffect > 0) { talismanEffect--; if (playerID == 0 && OnAIMove != null) { StartCoroutine(EventWithDelay()); } return; } playerMoveBack.enabled = false; if (ID == playerID) { Debug.Log("check turn Deactive: " + ID + " " + playerID); if (playerDice != null) { playerDice.enabled = false; } //if (moveSync != null) //moveSync.enabled = false; playermove.enabled = false; otherPlayer = playermove; } else { Debug.Log("check turn Active: " + ID + " " + playerID); if (playerDice != null) { playerDice.enabled = true; } if (moveSync != null) { moveSync.enabled = true; } playermove.enabled = true; currentPlayer = playermove; currentPlayerTurn = playerID; if (OnCurrentPlayerChange != null) { OnCurrentPlayerChangeStatic(currentPlayerTurn); } if (playerID == 0 && moveSync == null && OnAIMove != null) { StartCoroutine(EventWithDelay()); } } // Debug.Log("turn: " + ID+" "+name); }
void CheckAfterMoveBack(int ID) { Debug.Log("after come back " + ID + " " + playerID); playerMoveBack.enabled = false; if (ID != playerID) { if (playerDice != null) { playerDice.enabled = false; } if (moveSync != null) { moveSync.enabled = false; } playermove.enabled = false; otherPlayer = playermove; } else { if (playerDice != null) { playerDice.enabled = true; } if (moveSync != null) { moveSync.enabled = true; } playermove.enabled = true; currentPlayer = playermove; currentPlayerTurn = playerID; if (OnCurrentPlayerChange != null) { OnCurrentPlayerChangeStatic(currentPlayerTurn); } if (playerID == 0 && moveSync == null && OnAIMove != null) { StartCoroutine(EventWithDelay()); } //if (OnPlayerDiceChange != null) //OnPlayerDiceChange(DiceSelect.playerDice); } }
private void Awake() { CheckPlayerCollision.OnPlayersDidntCollide += CheckForTurn; CheckPlayerCollision.OnPlayersCollided += CheckForOtherHit; playerDice = GetComponent <PlayerDiceHolding>(); playermove = GetComponent <MoveOneTile>(); moveSync = GetComponent <PlayerMoveSync>(); playerMoveBack = GetComponent <MoveBackwards>(); MoveBackwards.OnGamestateChanged += CheckAfterMoveBack; if (GetComponent <PlayerMoveSync>() != null) { playerID = GetComponent <PlayerMoveSync>().playerID; PlayerMoveSync.OnTalismanDiceRolled += ActivateTalism; isMulti = true; } else { DiceMechanism.OnTalismanDiceRolled += ActivateTalism; CheckForTurn(0); } }
void SwapActivePlayer(bool isMovingForward, int ID) { Debug.Log("in swaaaaap: " + ID + " " + playerID); if (ID == playerID) { if (playerDice != null) { playerDice.enabled = false; } if (moveSync != null) { moveSync.enabled = false; } playermove.enabled = false; playerMoveBack.enabled = false; otherPlayer = playermove; } else { if (playerDice != null) { playerDice.enabled = true; } if (moveSync != null) { moveSync.enabled = true; } playermove.enabled = isMovingForward; playerMoveBack.enabled = !isMovingForward; currentPlayer = playermove; currentPlayerTurn = playerID; if (OnCurrentPlayerChange != null) { Debug.Log("state isnt active"); OnCurrentPlayerChangeStatic(currentPlayerTurn); } } }
private void Awake() { Debug.Log("awake randooooooooooooooooooom"); PlayerTurnReactor.OnAIMove += move; playerMove = GetComponent <MoveOneTile>(); }