// Update is called once per frame void Update() { phase = PhaseHandler.phase; roundCount = PhaseHandler.roundCount; timeLeft = PhaseHandler.timeLeft; leadingTeam = PhaseHandler.leadingTeam; title = $"{phase} Phase"; descriptionTextMesh.text = $"{title}\n{description}"; if (phase == PhaseHandler.Phase.Action) { description = "Fight!\n"; } if (phase == PhaseHandler.Phase.Decision) { description = "Select opponent and weapon!"; descriptionTextMesh.text += $"\nTime left: {timeLeft.ToString("F0")} seconds"; } if (phase == PhaseHandler.Phase.End) { string roundWord = roundCount == 1 ? "round" : "rounds"; descriptionTextMesh.text = $"Total time: {PhaseHandler.passedGameSeconds.ToString("F0")}\nGame ended after {roundCount} {roundWord}.\nTeam {leadingTeam} won!"; } }
new void Update() { base.Update(); phase = PhaseHandler.phase; decisionPhase = transform.Find("LegoPaperScissors").GetComponent <DecisionPhase>(); actionPhase = transform.Find("LegoPaperScissors").GetComponent <ActionPhase>(); // print($"player is {transform.name}, decision phase is from {decisionPhase.transform.parent.name}"); }
// Update is called once per frame void Update() { phase = PhaseHandler.phase; isDecisionPhase = phase == PhaseHandler.Phase.Decision; if (isDecisionPhase) { RemoveLeftHandWeapon(); } }
// Update is called once per frame void Update() { phase = PhaseHandler.phase; roundCount = PhaseHandler.roundCount; timeLeft = PhaseHandler.timeLeft; leadingTeam = PhaseHandler.leadingTeam; title = $"{phase} Phase"; // TODO time left should be set via interconnections group instead of here descriptionTextMesh.text = $"Time left: {(PhaseHandler.maxGameSeconds - PhaseHandler.passedGameSeconds).ToString("F0")} \nRound {roundCount}\n{leadingTeam} is leading.\n{description}"; if (phase == PhaseHandler.Phase.End) { string roundWord = roundCount == 1 ? "round" : "rounds"; descriptionTextMesh.text = $"Total time: {PhaseHandler.passedGameSeconds.ToString("F0")}\nGame ended after {roundCount} {roundWord}.\nTeam {leadingTeam} won!"; } }
void Update() { phase = PhaseHandler.phase; players = PhaseHandler.players; GetWinners(); }