Example #1
0
    public void OnClickGoToLobby()
    {
        InstanceRoom();
        this._room.MakeRoom();
        if (EvaluateResponseMakeRoom())
        {
            Memory.Save("room", this._room);
            Player player = (Player)Memory.Load("player");
            player.IsHost         = true;
            player.Board.GameMode = this._room.GameMode;
            List <bool[, ]> listPatterns = player.Board.GetPattern();
            if (listPatterns != null)
            {
                if (listPatterns.Count > 1)
                {
                    Player.Patterns patterns = new Player.Patterns();
                    patterns.Objective = listPatterns;
                    Memory.Save("patterns", patterns);
                }
                else
                {
                    player.Board.Pattern = listPatterns[0];
                }

                Memory.Save("player", player);
                UnityEngine.SceneManagement.SceneManager.LoadScene("Lobby");
            }
            else
            {
                txtFeedBackMessage.text = Localization.GetMessage("CreateParty", "ErrorOnCreate");
            }
        }
    }
Example #2
0
        public void GetPatternByGameMode()
        {
            Player player = new Player();

            player.Board.GameMode = "Hello Kitty";
            List <bool[, ]> listPatterns = player.Board.GetPattern();

            if (listPatterns.Count > 1)
            {
                Player.Patterns patterns = new Player.Patterns();
                patterns.Objective = listPatterns;
                Debug.Log(patterns.Objective[0][0, 0] + "-" + patterns.Objective[0][0, 1] + "-" + patterns.Objective[0][0, 2] + "-" + patterns.Objective[0][0, 3] + "-" + patterns.Objective[0][0, 4]);
                Debug.Log(patterns.Objective[0][1, 0] + "-" + patterns.Objective[0][1, 1] + "-" + patterns.Objective[0][1, 2] + "-" + patterns.Objective[0][1, 3] + "-" + patterns.Objective[0][1, 4]);
                Debug.Log(patterns.Objective[0][2, 0] + "-" + patterns.Objective[0][2, 1] + "-" + patterns.Objective[0][2, 2] + "-" + patterns.Objective[0][2, 3] + "-" + patterns.Objective[0][2, 4]);
                Debug.Log(patterns.Objective[0][3, 0] + "-" + patterns.Objective[0][3, 1] + "-" + patterns.Objective[0][3, 2] + "-" + patterns.Objective[0][3, 3] + "-" + patterns.Objective[0][3, 4]);
                Debug.Log(patterns.Objective[0][4, 0] + "-" + patterns.Objective[0][4, 1] + "-" + patterns.Objective[0][4, 2] + "-" + patterns.Objective[0][4, 3] + "-" + patterns.Objective[0][4, 4]);
                Debug.Log("");
                Debug.Log(patterns.Objective[1][0, 0] + "-" + patterns.Objective[1][0, 1] + "-" + patterns.Objective[1][0, 2] + "-" + patterns.Objective[1][0, 3] + "-" + patterns.Objective[1][0, 4]);
                Debug.Log(patterns.Objective[1][1, 0] + "-" + patterns.Objective[1][1, 1] + "-" + patterns.Objective[1][1, 2] + "-" + patterns.Objective[1][1, 3] + "-" + patterns.Objective[1][1, 4]);
                Debug.Log(patterns.Objective[1][2, 0] + "-" + patterns.Objective[1][2, 1] + "-" + patterns.Objective[1][2, 2] + "-" + patterns.Objective[1][2, 3] + "-" + patterns.Objective[1][2, 4]);
                Debug.Log(patterns.Objective[1][3, 0] + "-" + patterns.Objective[1][3, 1] + "-" + patterns.Objective[1][3, 2] + "-" + patterns.Objective[1][3, 3] + "-" + patterns.Objective[1][3, 4]);
                Debug.Log(patterns.Objective[1][4, 0] + "-" + patterns.Objective[1][4, 1] + "-" + patterns.Objective[1][4, 2] + "-" + patterns.Objective[1][4, 3] + "-" + patterns.Objective[1][4, 4]);
            }
            else
            {
                player.Board.Pattern = listPatterns[0];
                Debug.Log(player.Board.Pattern[0, 0] + "-" + player.Board.Pattern[0, 1] + "-" + player.Board.Pattern[0, 2] +
                          "-" + player.Board.Pattern[0, 3] + "-" + player.Board.Pattern[0, 4]);
                Debug.Log(player.Board.Pattern[1, 0] + "-" + player.Board.Pattern[1, 1] + "-" + player.Board.Pattern[1, 2] +
                          "-" + player.Board.Pattern[1, 3] + "-" + player.Board.Pattern[1, 4]);
            }
        }
Example #3
0
    private void SavePlayerInMemory(Player player)
    {
        player.Board.GameMode = ((Room)Memory.Load("room")).GameMode;
        List <bool[, ]> listPatterns = player.Board.GetPattern();

        if (listPatterns.Count > 1)
        {
            Player.Patterns patterns = new Player.Patterns();
            patterns.Objective = listPatterns;
            Memory.Save("patterns", patterns);
        }
        else
        {
            player.Board.Pattern = listPatterns[0];
        }
        Memory.Save("player", player);
    }
    private void ToggleStateChanged(Toggle toggle, bool state)
    {
        if (Convert.ToInt32(toggle.GetComponentInChildren <Image>().name) == _currentCard)
        {
            toggle.isOn = true;
            _player.Board.Mark(_currentCard);
            _score       += 10;
            txtScore.text = _score.ToString();

            if (_player.Board.IsEmpty())
            {
                Player.Patterns patterns = (Player.Patterns)Memory.Load("patterns");
                if (_player.HaveWon(patterns))
                {
                    if (_player.NotifyWon(_room.IdRoom, _score))
                    {
                        _score *= 3;
                    }
                }
            }
            else
            {
                if (_player.HaveWon())
                {
                    if (_player.NotifyWon(_room.IdRoom, _score))
                    {
                        _score *= 3;
                    }
                }
            }
        }
        else
        {
            toggle.isOn = false;
        }
    }