// Use this for initialization
 void Start()
 {
     thisPlayerBack = GetComponent <MoveBackwards>();
     rectTransform  = GetComponent <RectTransform>();
     thisPlayerMove = GetComponent <MoveOneTile>();
     thisPlayerMove.OnEndMoveEvent += ReactToEndMove;
     thisPlayerBack.OnEndMoveEvent += ReactToEndMove;
 }
Example #2
0
    // 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);
    }
Example #3
0
    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);
        }
    }
Example #4
0
 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);
     }
 }
Example #5
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>();
 }