public FormGameTable(List <IPlayer> players, GameSettings gameSettings) { InitializeComponent(); synchronizationContext = SynchronizationContext.Current; cancellationToken = tokenSource.Token; DoubleBuffered = true; this.gameSettings = gameSettings; this.players = players; playersStats = new PlayersStats(gameSettings.NumberOfGames); if (gameSettings.Performance) { progressBarPerformance.Visible = true; } initializePlayerControls(); setAllCardBacks(); setCardsDictionary(); game = new TexasHoldem(players, BettingRule.NoLimit, gameSettings.SmallBlind, gameSettings.BigBlind, playersStats); game.GameEvent += new Game.GameHandler(UpdateGui); Show(); gameLoop(new Progress <int>(percent => progressBarPerformance.Value = percent)); }
// Start is called before the first frame update void Start() { stat = new PlayersStats(); //MainCam.gameObject.SetActive(false); //PersonalCam.gameObject.SetActive(true); spawnPlayers(); }
private void Start() { //side = team.TeamA; stats = new PlayersStats(); if (PV.IsMine) { rb = gameObject.GetComponent <Rigidbody2D>(); } temp = stats.rechargeRate; }
private void Awake() { stats = GameObject.Find("GameManager").GetComponent <PlayersStats>(); shieldObj1 = GameObject.Find("ShieldObj1"); shieldObj2 = GameObject.Find("ShieldObj2"); playerOneSlider = GameObject.Find("PlayerOneHealth").GetComponent <Slider>(); playerTwoSlider = GameObject.Find("PlayerTwoHealth").GetComponent <Slider>(); crosshairOne = GameObject.Find("CrosshairOne").GetComponent <MeshRenderer>(); crosshairTwo = GameObject.Find("CrosshairTwo").GetComponent <MeshRenderer>(); }
//Awake is always called before any Start functions void Awake() { playerOneTransform = playerOne.transform; playerTwoTransform = playerTwo.transform; paused = false; //Debug.Log(playerTwoTransform.position); //Check if instance already exists // if (instance == null) //if not, set instance to this // instance = this; //If instance already exists and it's not this: //else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. // Destroy (gameObject); playerStats = this.GetComponent <PlayersStats>(); //Sets this to not be destroyed when reloading scene //DontDestroyOnLoad (gameObject); Countdown(); }
public static void KillPlayer(PlayersStats player) // kill player, resets score { Destroy(player.gameObject); Score.scoreValue = 0; gm.StartCoroutine(gm.RespawnPlayer()); }
private void Awake() { stats = GameObject.Find("GameManager").GetComponent <PlayersStats>(); shieldObj1 = GameObject.Find("ShieldObj1"); }