public void PlayGame() { switch (GameMode) { case GameMode.PlayerVsComputer: PlayerVsComputer(); break; default: ComputerVsComputer(); break; } PlayerA.ShowBoards(); PlayerB.ShowBoards(); if (PlayerA.HasLost) { Console.WriteLine(PlayerB.Name + " has won the game!"); } else if (PlayerB.HasLost) { Console.WriteLine(PlayerA.Name + " has won the game!"); } }
public async void MediatorTest() { PlayerMediator mediator = new PlayerMediator(); PlayerA playerA = new PlayerA(mediator); PlayerB playerB = new PlayerB(mediator); mediator.playerA = playerA; mediator.playerb = playerB; playerA.Send("aa"); playerB.Send("bb"); Assert.True(playerA.GetChat().Count == 2); }
private void Round() { Point shotPossition = PlayerA.FireShot(); ShotResult result = PlayerB.ProcessShot(shotPossition); PlayerA.ProcessShotResult(shotPossition, result); if (!PlayerB.HasLost) { shotPossition = PlayerB.FireShot(); result = PlayerA.ProcessShot(shotPossition); PlayerB.ProcessShotResult(shotPossition, result); } }
void Start() { test1 = FindObjectOfType <test>(); oyuncu = FindObjectOfType <Player>(); oyuncuA = FindObjectOfType <PlayerA>(); oyuncuB = FindObjectOfType <PlayerB>(); oyuncuC = FindObjectOfType <PlayerC>(); oyuncuD = FindObjectOfType <PlayerD>(); ld = FindObjectOfType <LoadScene>(); StartCoroutine(Text()); UnityEngine.PlayerPrefs.SetInt("FirstSituation", oyuncu.MevcutAltin); UnityEngine.PlayerPrefs.Save(); }
public void Should_Always_Fill_Gap_On_Fourth_Move(int seed, int expectedX, int expectedY) { Randomizer.Seed(seed); TakeTurns(3); PlayerA.TakeTurn(); Board.Dump(); PlayerB.TakeTurn(); VerifyCell(expectedX, expectedY, 'O'); using (ApprovalResults.ForScenario(seed)) { Approvals.Verify(Board.Ascii()); } }
private void btnPlayer(object sender, MouseButtonEventArgs e) { var wnd = new vwPlayer(); wnd.Owner = this; wnd.PlayerA.Text = PlayerAName.Text; wnd.PlayerB.Text = PlayerBName.Text; wnd.ShowDialog(); if (wnd.Reset) { PlayerA.ResetCount(); PlayerB.ResetCount(); this.Hauptschlag.SetHauptschlag(null); } PlayerAName.Text = wnd.PlayerAName; PlayerBName.Text = wnd.PlayerBName; }
public static void Start() { PlayerBase playerA = new PlayerA(); playerA.PrintName(); playerA.Attack(); playerA.Jump(); playerA.Run(); PlayerBase playerB = new PlayerB(); playerB.PrintName(); playerB.Attack(); playerB.Jump(); playerB.Run(); Console.WriteLine("-------------With Decorators-----------"); playerA = new Tiger(playerA); playerA.PrintName(); playerA.Attack(); playerA.Jump(); playerA.Run(); playerA = new Cheetah(playerA); playerA.PrintName(); playerA.Attack(); playerA.Jump(); playerA.Run(); playerB = new Kangaroo(playerB); playerB.PrintName(); playerB.Attack(); playerB.Jump(); playerB.Run(); playerB = new Tiger(playerB); playerB.PrintName(); playerB.Attack(); playerB.Jump(); playerB.Run(); }
private void OnTriggerEnter2D(Collider2D collision) { Player player = collision.GetComponent <Player>(); PlayerB playerB = collision.GetComponent <PlayerB>(); if (player != null) { Debug.Log("Add HEALTH"); //collision.GetComponent<HeartSystem>().healHealth(healAmount); collision.GetComponent <Player>().heal(healAmount); Destroy(gameObject); } if (playerB != null) { //collision.GetComponent<HeartSystemB>().healHealth(healAmount); collision.GetComponent <PlayerB>().heal(healAmount); Destroy(gameObject); } }
// Start is called before the first frame update void Start() { plotPlayerAObjectCommand = new PlayerA(); plotPlayerBObjectCommand = new PlayerB(); strikeOffCommand = new StrikeOff(); updateScoreCommand = new Score(); replayCommand = new Replay(); replayCommands = new List <Command>(); replayPositions = new List <Vector3>(); placedObjects = new List <GameObject>(); replayButton = GameObject.Find("Replay").GetComponent <Button>(); undoButton = GameObject.Find("Undo").GetComponent <Button>(); playerNameText = GameObject.Find("Player Name").GetComponent <TMPro.TextMeshProUGUI>(); winnerText = GameObject.Find("Winner").GetComponent <TMPro.TextMeshProUGUI>(); playerAScoreText = GameObject.Find("Player A Score").GetComponent <TMPro.TextMeshProUGUI>(); playerBScoreText = GameObject.Find("Player B Score").GetComponent <TMPro.TextMeshProUGUI>(); scoreCard = GameObject.Find("Score Card"); scoreCard.SetActive(false); }
private void OnTriggerEnter2D(Collider2D collider) { Player player = collider.GetComponent <Player>(); if (player != null) { // We hit the Player Vector3 knockbackDir = (player.GetPosition() - transform.position).normalized; player.DamageKnockback(knockbackDir, 0.5f, damageAmount); //collider.GetComponent<HeartSystem>().takeDamage(damageAmount); } PlayerB playerB = collider.GetComponent <PlayerB>(); if (playerB != null) { // We hit the Player Vector3 knockbackDir = (playerB.GetPosition() - transform.position).normalized; playerB.DamageKnockback(knockbackDir, 0.5f, damageAmount); //collider.GetComponent<HeartSystemB>().takeDamage(damageAmount); } }
public SoldierController getSoilderByID(string id) { SoldierController s = PlayerB.getSoilderByID(id); if (s != null) { int pos = PlayerB.getSoildersPos(id); pos = 4 - pos; s = PlayerA.getSoilderByPos(pos); return(s); } SoldierController s2 = PlayerA.getSoilderByID(id); if (s2 != null) { int pos = PlayerA.getSoildersPos(id); pos = 4 - pos; s2 = PlayerB.getSoilderByPos(pos); return(s2); } return(null); }
// Start is called before the first frame update void Start() { playerb = FindObjectOfType <PlayerB>(); }