// Start is called before the first frame update void Start() { wasGameplay = true; if (PhotonNetwork.IsConnected) { Debug.Log(PhotonNetwork.CurrentRoom.PlayerCount); } if (PhotonNetwork.IsMasterClient && !skipInitialConnection) { ShuffleRole(); } if (skipInitialConnection) { startPage.SetActive(true); loadingPage.SetActive(false); player_Role = skipRoleToUse; if (player_Role == PlayerRole.Support) { roleText.text = "SUPPORT"; supportPage.SetActive(true); } else { roleText.text = "DIFFUSER"; diffuserPage.SetActive(true); } } }
/// <summary> /// Инициализирует объект игра /// </summary> /// <param name="serverShipArr">Расстановка кораблей сервера</param> /// <param name="clientShipArr">Расстановка кораблей клиента</param> /// <param name="gameConfig">Конфигурация игры</param> /// <param name="turnOwner"></param> public Game(ShipArrangement serverShipArr, ShipArrangement clientShipArr, GameConfig gameConfig, PlayerRole turnOwner = PlayerRole.Server) { ServerShipArrangement = serverShipArr; ClientShipArrangement = clientShipArr; GameConfig = gameConfig; TurnOwner = turnOwner; }
public List <PandemicPlayerCard> GetWeakCityCards(IPandemicState state, PlayerRole playerRole, IEnumerable <PandemicPlayerCard> cards) { var weakCityCards = new List <PandemicPlayerCard>(); var cardsByColour = GetCityCardsByColour(cards); // If we have a city card for a cured or eradicated disease then we can consider that as weak var diseaseStates = state.DiscoveredCures; foreach (var diseaseState in diseaseStates) { // if we have a card relating to a cured or eradicated disease, then is a weak card // ( we are not taking into account, if card is useful to facilitate flights here ) if (diseaseState.Value == DiseaseState.Cured || diseaseState.Value == DiseaseState.Eradicated) { weakCityCards.AddRange(cardsByColour[diseaseState.Key]); } else { // card still considered weak, for uncured diseases, if there are only 1-2 of these colour in hand // TODO this logic may change when we add in Share-Knowledge action, if other player needs that card if (cardsByColour[diseaseState.Key].Count < 3) { weakCityCards.AddRange(cardsByColour[diseaseState.Key]); } } } return(weakCityCards); }
public JoinGameMessage(string name, TeamColour team, PlayerRole role, long playerId = -1) { GameName = name; PrefferedTeam = team; PrefferedRole = role; PlayerId = playerId; }
public void SetUserInfo(string username, PlayerRole pr, int rank, int experience, int fullEx) { SetUser(username, pr); rankText.text = "" + rank; rankPercent.text = "<color=#FFFFFFFF>" + experience + "</color>/" + fullEx; randSlider.value = ((float)experience) / fullEx; }
public static string GetGeneral(List <string> choices, PlayerRole role) { Debug.Assert(choices.Count > 0); if (choices.Count == 1) { return(choices[0]); } Dictionary <string, double> points = new Dictionary <string, double>(); foreach (string general in choices) { double basic = Engine.GetGeneralValue(general, "Classic"); basic += Engine.GetRoleTendency(general, role) / 10; points.Add(general, basic); } choices.Sort((x, y) => { return(points[x] > points[y] ? -1 : 1); }); if (role == PlayerRole.Lord) { int index = 0; Random rd = new Random(); index = rd.Next(0, Math.Min(3, choices.Count)); return(choices[index]); } return(choices[0]); }
public void Move(Guid gameId, int row, int col) { // TODO: exceptions in following invocation are silently lost, so we need a way to log and show them. Action move = () => { /* * Here instance members are out of lifetime scope setup by Autofac because of delayed invocation * TODO: use ServiceLocator to instantiate them? */ using (var repository = new EFRepository(new ApplicationDbContext())) { var messageFactory = new JsonMessageFactory(); var game = repository.GetGame(gameId); var snapshot = repository.GetGameSnapshot(game); game.Move(_player, row, col); PlayerRole playerRole = game.GetPlayerRole(_player); var message = messageFactory.CreateMovedMessage(gameId, playerRole, row, col, game.CurrentState); repository.AddMessage(message); snapshot.LastMessage = message; repository.Save(); } }; MoveRequests.AddOrUpdate(gameId, id => Task.Factory.StartNew(move), // on first call run for this gameId (id, currentTask) => currentTask.ContinueWith(t => move())); // queue invocation for this gameId }
// Use this for initialization void Start() { //Checks if this is the local instance of the script and prevents the initializatio of values //in a script that would not be used if (!isLocalPlayer) { return; } //Reference to world cameras mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); IdleCamera = GameObject.FindGameObjectWithTag("Idel").GetComponent <Camera>(); //Checks which role this Player while have based on if it was connected to the host //in a server or client capacity currentRole = isServer ? PlayerRole.Active : PlayerRole.Idle; //Looks up the Waypoints in the editor worldWaypoints = GameObject.FindGameObjectsWithTag("WayPoint"); //Checks which camera should be active based on the Player's role if (IdleCamera != null && currentRole == PlayerRole.Active) { IdleCamera.enabled = false; } //Turns the Player in the direction of the next Waypoint transform.LookAt(worldWaypoints[currentWayPoint].transform); MoveCamera(); }
public OnlineGame(PlayerRole playerRole, PlacementState placement, IPAddress ip = null) { IsOne = false; PlayerRole = playerRole; Placement = placement; InitGame(ip); }
public void AddPlayer(PlayerRole role) { var player = GeneratePlayer(role); player.CurrentLocation = _startingLocation; _playerList.Add(player); }
/// <summary> /// Makes the given Role available again /// </summary> /// <param name="role">role to be free again</param> private void FreeRole(PlayerRole role) { switch (role) { case PlayerRole.DRONE: isDroneTaken = false; break; case PlayerRole.MNI: isMNITaken = false; break; case PlayerRole.BAU: isLSETaken = false; break; case PlayerRole.GES: isGESTaken = false; break; case PlayerRole.WIR: isWITaken = false; break; } CmdSyncFreePlayerRoles(); }
public void Init(PlayerRole _pr, EnemyRole _er) { MySelf = transform.GetComponent <BattleCanvas>(); PlayerRole.SetGraphicRaycaster(GetComponent <GraphicRaycaster>(), GetComponent <EventSystem>()); RelyPRole = _pr; RelyERole = _er; }
public Player(int id, string _name, string teamname, string pr, int _age, int _score, int _rank) { number = id; name = _name; team = teamname; switch (pr) { case "Forward": role = PlayerRole.Forward; break; case "Defender": role = PlayerRole.Defender; break; case "Goalkeeper": role = PlayerRole.Goalkeeper; break; case "Midfielder": role = PlayerRole.Midfielder; break; } age = _age; score = _score; rank = _rank; }
// Constructor public Player(string name, PlayerRole role, Color color) { Name = name; Role = role; Color = color; Score = 0; }
protected override IdentityRoleClaim <string> CreateRoleClaim(PlayerRole role, Claim claim) => new IdentityRoleClaim <string> { RoleId = role.Id, ClaimType = claim.Type, ClaimValue = claim.Value, };
public void SetMissonComplete(int score, int star, string username, PlayerRole pr, int rank, int experience, int fullEx, int skill1, int ulti, int support) { scoreText.text = "" + score; SetStar(star); rankText.text = "" + rank; rankPercent.text = "<color=#FFFFFFFF>"+experience+"</color>/"+fullEx; randSlider.value = ((float)experience) / fullEx; if (pr == PlayerRole.Unselected) pr = PlayerRole.Striker; userNameText.text = username; switch (pr) { case PlayerRole.Striker: userPanel.sprite = userPanelSprite[0]; skill1Text.text = "Attacked <color=#B3F898FF>" + skill1 + "</color> Times."; utilText.text = "Activated <color=#B3F898FF>" + ulti + "</color> Times Ultimate Skills."; supportText.text = "Supported Teammates <color=#B3F898FF>" + support + "</color> Times."; break; case PlayerRole.Engineer: userPanel.sprite = userPanelSprite[1]; skill1Text.text = "Recovered Teammates <color=#B3F898FF>" + skill1 + "</color> Times."; utilText.text = "Generated <color=#B3F898FF>" + ulti + "</color> Crystals."; supportText.text = "Supported Teammates <color=#B3F898FF>" + support + "</color> Times."; break; case PlayerRole.Defender: userPanel.sprite = userPanelSprite[2]; skill1Text.text = "Defended <color=#B3F898FF>" + skill1 + "</color> Enemy's Attacks."; utilText.text = "Activated <color=#B3F898FF>" + ulti + "</color> Times Ultimate Skills."; supportText.text = "Supported Teammates <color=#B3F898FF>" + support + "</color> Times."; break; } }
public static void Lose() { CanPressSettingBtn = false; SetPause(true); BattleCanvas.Lose(); PlayerRole.SetCanShoot(false); }
public static Player GeneratePlayer(string name, int mainSkillValue, PlayerRole role) { Player player = new Player() { Age = 25, Aggresive = GetNonMainSkillValue(mainSkillValue), Defensive = GetNonMainSkillValue(mainSkillValue), GoalKeeping = GetNonMainSkillValue(mainSkillValue), Role = role, Id = Guid.NewGuid(), Name = name }; switch (role) { case PlayerRole.Attacker: player.Aggresive = mainSkillValue; break; case PlayerRole.Midfielder: player.Aggresive = mainSkillValue; player.Defensive = mainSkillValue; break; case PlayerRole.Defender: player.Defensive = mainSkillValue; break; case PlayerRole.Keeper: player.GoalKeeping = mainSkillValue; break; } return(player); }
/// <summary> /// Инициализирует объект конфигурации онлайн игры /// </summary> /// <param name="onlineRole">Роль игрока в текущей игре</param> /// <param name="connection">Строка соединения</param> /// <param name="gameSpeed">Скорость игры (ограничение по времени на ход)</param> /// <param name="gameStatus">Статус игры</param> public GameConfig(PlayerRole onlineRole, string connection, GameSpeed gameSpeed = GameSpeed.Medium, GameStatus gameStatus = GameStatus.Game) { IsOnline = true; Connection = connection; OnlineRole = onlineRole; GameSpeed = gameSpeed; GameStatus = gameStatus; }
private void Start() { PlayerManagement playerManager = GetComponent <PlayerManagement>(); playerAnimator = GetComponent <Animator>(); player = playerManager.player; role = playerManager.role; }
public void ThrowErrorIfInvalid(PacManDataContext pacManDataContext, string gameName, string entityName, PlayerRole role) { var gameExists= pacManDataContext.Games.Any(x => x.Name == gameName); if(gameExists==false) { throw new ArgumentException(string.Format("Game '{0}' does not exists", gameName)); } }
public DiceModificationStep(CombatStep combatStep, PlayerRole stepOwner, DiceModificationTimingType timing, Type subphaseType) { CombatStep = combatStep; StepOwner = stepOwner; SubphaseType = subphaseType; DiceModificationTiming = timing; IsVital = IsVitalStep(); }
public IEnumerable <Disease> GetDiseasesCanCure(PlayerRole playerRole, IEnumerable <PandemicPlayerCard> cards) { var cardsNeededToCure = playerRole == PlayerRole.Scientist ? 4 : 5; return(GetCityCardsByColour(cards) .Where(cbd => cbd.Value.Count >= cardsNeededToCure) .Select(cbd => cbd.Key)); }
public PlayerController(TeamColour team, PlayerRole role, PlayerSettingsConfiguration settings, string gameName = null) { clientSocket = new TcpClient(); PrefferedColor = team; PrefferedRole = role; Settings = settings; GameName = gameName; }
private void CmdChangeRole(PlayerRole requestedRole) { ready = false; bool classFree = true; FreeRole(playerRole); // Checks if Requested Role is free, switches to next free otherwise switch (requestedRole) { case PlayerRole.DRONE: if (isDroneTaken) { CmdAutoChangeRole(); classFree = false; } break; case PlayerRole.MNI: if (isMNITaken) { CmdAutoChangeRole(); classFree = false; } break; case PlayerRole.BAU: if (isLSETaken) { CmdAutoChangeRole(); classFree = false; } break; case PlayerRole.GES: if (isGESTaken) { CmdAutoChangeRole(); classFree = false; } break; case PlayerRole.WIR: if (isWITaken) { CmdAutoChangeRole(); classFree = false; } break; } // if requested Class is already used, return if (!classFree) { return; } playerRole = requestedRole; }
public TTTPlayer(CSteamID steamID, PlayerRole role, PlayerStatus status) { SteamID = steamID; Role = role; Status = status; Armor = false; Defuser = false; Credits = 0; }
private void StartServer() { lanBc.StopBroadcasting(); lanBc.StartAnnounceBroadcasting(); udpHandler = new UdpHandler(portGameServer); udpHandler.StartListening(); role = PlayerRole.Server; Debug.Log("Starting Server -> " + udpHandler.SessionId); }
private Player.Player PreparePlayerObject(TeamColour colour, ulong id, PlayerRole role = PlayerRole.member) { return new Player.Player(colour,role) { ID = id, GameId = 0, GUID = GetUniqueGUID() }; }
public Message CreateMovedMessage(Guid gameId, PlayerRole playerRole, int row, int col, Game.State gameState) { return(CreateMessage(gameId, null, "moved", new { playerRole = playerRole.ToString(), row, col, gameState = gameState.ToString() })); }
public Player(int id, string name, int teamID, PlayerRole role, int sg, int yc, int rc) { this.ID = id; this.Name = name; this.TeamID = teamID; this.Role = role; this.ScoredGoals = sg; this.YellowCards = yc; this.RedCards = rc; }
public static void ChooseRound() { m_playerChoice = PlayerRole.Round; Shadow btnChooseRoundShadow = btnChooseRound.GetComponent <Shadow>(); btnChooseRoundShadow.enabled = true; Shadow btnChooseCrossShadow = btnChooseCross.GetComponent <Shadow>(); btnChooseCrossShadow.enabled = false; }
void Start() { PlayerManagement playerManager = GetComponent <PlayerManagement>(); playerAnimator = GetComponent <Animator>(); player = playerManager.player; role = playerManager.role; player.state.OnComboEvent += HandleComboEvent; player.state.OnDirectionFlipped += HandleDirectionFlipped; }
void RpcUpdateTimer(float time) { elapsedTime += time; //After 10 seconds have past, the roles are switched if (elapsedTime >= 10f) { elapsedTime = 0f; currentRole = currentRole == PlayerRole.Active ? PlayerRole.Idle : PlayerRole.Active; } }
public void ThrowErrorIfInvalid(PacManDataContext pacManDataContext, string gameName, string entityName, PlayerRole role) { var allPlayersHaveDifferentNames = pacManDataContext .Games .Single(x => x.Name == gameName) .Players .All(x => x.Name != entityName); if (allPlayersHaveDifferentNames == false) { throw new InvalidOperationException(string.Format("There is already a player called {0} in the game", entityName)); } }
public void ThrowErrorIfInvalid(PacManDataContext pacManDataContext, string gameName, string entityName, PlayerRole role) { if (role != PlayerRole.Ghost) { return ; } var tooManyGhosts= pacManDataContext .Games .Single(x => x.Name == gameName) .Players .Where(x => x.RoleEnum == PlayerRole.Ghost) .Count() >= 8; if(tooManyGhosts) { throw new InvalidOperationException("There are already 8 ghosts in the game. Cannot join as ghost."); } }
public void SetUserInfo(string userName, PlayerRole pr, int health) { userNameText.text = userName; roleNameText.text = pr.ToString(); hc.setHealth(health); switch (pr) { case PlayerRole.Striker: roleImage.sprite = roleImageSet[0]; break; case PlayerRole.Engineer: roleImage.sprite = roleImageSet[1]; break; case PlayerRole.Defender: roleImage.sprite = roleImageSet[2]; break; } }
public void ThrowErrorIfInvalid(PacManDataContext pacManDataContext, string gameName, string entityName, PlayerRole role) { if(role==PlayerRole.Observer) { return; } var gameStateEnum = pacManDataContext .Games .Single(x => x.Name == gameName) .StateEnum; bool valigGameState = gameStateEnum == GameState.Created || gameStateEnum == GameState.WaitingForMorePlayersToJoin; if(valigGameState==false) { throw new InvalidOperationException(string.Format("Game '{0}' state is {1}, and you cannot join it", gameName, gameStateEnum)); } }
private void SetUser(string username, PlayerRole pr) { if (pr == PlayerRole.Unselected) pr = PlayerRole.Striker; userNameText.text = username; RoleNameText.text = pr.ToString(); switch (pr) { case PlayerRole.Striker: roleImage.sprite = userPanelSprite[0]; break; case PlayerRole.Engineer: roleImage.sprite = userPanelSprite[1]; break; case PlayerRole.Defender: roleImage.sprite = userPanelSprite[2]; break; } }
private void playerUpdate(PlayerRole inputRole, int inputRank) { role = inputRole; rank = inputRank; updateHp();//update the maxHp switch (role) { case PlayerRole.Striker: { attackPt = 5 + rank; //striker attack coolingDown_1 = Mathf.Clamp(0.5f - (rank / 5)*0.1f,0.1f,0.5f); //coolingDown 1 coolingDown_2 = Mathf.Clamp(60.0f - rank * 2.0f,10.0f,60.0f);//coolingDown 2 ultiPt = attackPt * 4;//ultimate skill attack break; } case PlayerRole.Defender: { coolingDown_1 = Mathf.Clamp(0.5f - (rank / 5) * 0.1f, 0.1f, 0.5f); //coolingDown 1 coolingDown_2 = Mathf.Clamp(60.0f - rank * 2.0f, 10.0f, 60.0f);//coolingDown 2 ultiTime = 10.0f + rank * 1.2f; // defender froze enemy time sheildTime = 5.0f + rank * 0.2f;//defender shield time sheildHp = 5 + rank;//defender shield defend attack number break; } case PlayerRole.Engineer: { healPt = 2 + rank;//engineer heal point coolingDown_1 = Mathf.Clamp(1.5f - (rank / 5) * 0.3f,0.1f,1.5f);//engineer heal coolingdown time coolingDown_2 = Mathf.Clamp(2.0f - (rank / 5) * 0.3f,0.1f,2.0f);//crystal produce time playerCoolingDown = coolingDown_2 * 2.0f;//player cooling down for assign crystals break; } default: break; } }
public void OnMyRole(PlayerRole newRole) { //Debug.Log("OnMyRole " + userName + " " + newRole); ownRole = newRole; ChooseRole(ownRole); }
//Player Role Functions public void KillerRole() { playerRole = PlayerRole.Killer; }
public void VictimRole() { playerRole = PlayerRole.Victim; }
public void OnChooseStriker() { ownRole = PlayerRole.Striker; playRoleImage.sprite = roleSprites[0]; selectedUI = strikerUI; }
private void ChooseRole(PlayerRole r) { //foreach (Button b in rolesButtons) //{ // b.gameObject.SetActive(false); //} switch (r) { case PlayerRole.Defender: lobbyPanel.sprite = defenderSprite; break; case PlayerRole.Striker: lobbyPanel.sprite = strikerSprite; break; case PlayerRole.Engineer: lobbyPanel.sprite = engineerSprite; break; } }
public void CmdChooseRole(PlayerRole r) { //Debug.Log("CmdChooseRole"); ownRole = r; ChooseRole(ownRole); }
public PlayerParameter(PlayerRole inputRole, int inputRank) { playerUpdate(inputRole, inputRank); }
public void MissionComplete(int score, int star, string username, PlayerRole pr, int rank, int experience, int fullEx, int skill1, int ulti, int support) { Debug.Log("MissinComplete"); missionPanel.gameObject.SetActive(true); missionPanel.SetMissonComplete(score, star, username, pr, rank, experience, fullEx, skill1, ulti, support); }
public PlayerParameter getPlayer(PlayerRole inputRole, int inputRank) { playerUpdate(inputRole, inputRank);//update the player data according to the input return this; }
public static JoinGameResult JoinGameX(this IServerFacade source, string gameName, string playerName, PlayerRole role) { return source.JoinGame(new JoinGameParameters(gameName, playerName, role)); }
public void OnChooseDefender() { ownRole = PlayerRole.Defender; playRoleImage.sprite = roleSprites[2]; selectedUI = defenderUI; }
public void OnChooseEngineer() { ownRole = PlayerRole.Engineer; playRoleImage.sprite = roleSprites[1]; selectedUI = engineerUI; }
//Being a client private void button7_Click(object sender, RoutedEventArgs e) { CurrentPlayer = PlayerRole.White; Reset2(); try { MyAlg_2.SetEnemy(7);//reset the enemy Socket soc = SocketClient.StartClient(textBox3.Text, int.Parse(textBox4.Text)); int numget = SocketClient.Get(soc); //MyAlg_2.InitTree(Current, Current); int numFirst = numget; while (true) { int numSent = Play2(numget); if (numget == 64 && numSent == 64) { MessageBox.Show("Game over!"); break; } if (numget == 64) MessageBox.Show("I got one more move!"); //MessageBox.Show(numget.ToString()+" "+numSent.ToString()); if (numSent == 64) MessageBox.Show("I have no move to go...."); //AllowUIToUpdate(); //this.UpdateLayout(); numget = SocketClient.Send(soc, numSent); } } catch { MessageBox.Show("Please make sure the IP address and port number are correct."); } }
//Being a server private void button8_Click(object sender, RoutedEventArgs e) { // 44 is the first number you are going to send. CurrentPlayer = PlayerRole.Black; Reset2(); try { Current.GenerateChild();//Current=start ServerBegin2(19); UpdateChessBoard(Current); MyAlg_2.SetEnemy(0);//reset the enemy Socket soc = SocketServer.StartListening(19, int.Parse(textBox4.Text)); //MyAlg_2.InitTree(Current, Current); int numget = SocketServer.Get(soc); while (true) { int numSent = Play2(numget); if (numget == 64 && numSent == 64) { MessageBox.Show("Game over!"); break; } if (numget == 64) MessageBox.Show("I got one more move!"); //MessageBox.Show(numget.ToString()+" "+numSent.ToString()); if (numSent == 64) MessageBox.Show("I have no move to go...."); //AllowUIToUpdate(); //this.UpdateLayout(); numget = SocketServer.Send(soc, numSent); } } catch { MessageBox.Show("Please make sure the port number is correct and able to use."); } }
public JoinGameParameters(string gameName, string playerName, PlayerRole role) { GameName = gameName; PlayerName = playerName; Role = role; }
void Start() { panelPos.localPosition = new Vector3(GetLobbyPlayerPos(slot), 85.8f, 0); if (!userName.Equals("")) { nameText.text = userName; } if (isLocalPlayer) { CmdNameChanged(LoginController.userName); ownRole = PlayerRole.Unselected; NetworkManagerCustom.SingletonNM.levelPanel.gameObject.GetComponent<LobbyLevelPanel>().localLobbyPlayer = this; Debug.Log("OnServerAddPlayer Lobby " ); //if (currentMode == NetworkMode.Lobby && currentLobby == LobbyMode.Role) //{ // Debug.Log("Lobby Player Change to " + currentLobby); // NetworkManagerCustom.SingletonNM.ChangeTo(NetworkManagerCustom.SingletonNM.lobbyPanel); // CmdChangeToLobbyPanel(); //} strikerLevel.text = "RANK " + LoginController.StrikerLevel; engineerLevel.text = "RANK " + LoginController.EngineerLevel; defenderLevel.text = "RANK " + LoginController.DefenderLevel; nameText.text = "<color=#79C25DFF>" + userName + "</color>"; } OnMyName(userName); OnMyRole(ownRole); OnReadySet(isReady); }
public void ThrowErrorIfInvalid(PacManDataContext pacManDataContext, string gameName, string entityName, PlayerRole role) { if (string.IsNullOrEmpty(entityName)) { throw new ArgumentException("Player name must not be null or empty string"); } }
// Use this for initialization void Start() { shied.SetActive(false); isGetKey = false; SwordStatusBar.SetActive(false); HeroMotion.PlayWaitLoop(); BossMotion.PlayWaitLoop(); server = new NewServer("121.43.109.77", 12345); server.AddGameServerAction((Game game) => { WriteFile( "game status :" + game.status + " sword Status:" + game.sword_status.ToString() + " Hero Status:" + game.hero_status.ToString() + " Boss Status:" + game.boss_status.ToString()); double txtheroHp = game.hero.Count > 0 ? game.hero["hp"] : -1f; double txtBossHp = game.boss.Count > 0 ? game.boss["hp"] : -1f; double txtSwordHp = game.sword.Count > 0 ? game.sword["hp"] : -1f; WriteFile("H_B_S:" + ((int)txtheroHp).ToString() + "_" + ((int)txtBossHp).ToString() + "_" + ((int)txtSwordHp).ToString()); if (role == PlayerRole.ROLE_NONE) { if (game != null && game.sword.Count != 0) { role = PlayerRole.ROLE_SWORD; //SwordStatusBar.SetActive(true); } else if (game != null && game.boss.Count != 0) { role = PlayerRole.ROLE_BOSS; } else if (game != null && game.hero.Count != 0) { role = PlayerRole.ROLE_HERO; } //_initSceneInfo(); } // if (game.sword.Count != 0 && game.boss.Count != 0 && game.hero.Count != 0) //{ // PlayAnimation(game); //} }); server.AddGameServerConnectedAction((bool connected) => { server.Send(NewServer.Command.JOININ, NewServer.Status.IDLE); }); server.Start(); //Game testgame =new Game(); //testgame.sword_status = (int)NewServer.Status.PASS; //testgame.hero_status = (int)NewServer.Status.PASS; //testgame.boss_status = (int)NewServer.Status.DEFEND; //PlayAnimation(testgame); game_over_panel.SetActive(false); nowHeroLoc = hero.transform.localPosition; nowBossLoc = boss.transform.localPosition; nowBossLoc.x = 26.46f; boss.transform.localPosition = nowBossLoc; }
// Use this for initialization void Start() { ownRole = PlayerRole.Unselected; }
public void UpdateGoToMainUnitButton(PlayerRole role) { GoToMainUnitButton.SetActive(true); var textComponent = GoToMainUnitButton.GetComponentInChildren<Text>(); textComponent.text = role == PlayerRole.Attacker ? TentText : FortressText; }
public PlayerDescription(string name, PlayerRole role) { Name = name; Role = role; }