// NB: This was copied from BarSlot.cs. This could be made generic if we need criteria for other things eventually. // if the locked dice have the proper dice to purchase this, then return true. return false otherwise. public bool isQualified() { bool isQual = false; PurchaseCriteria criteria = this.GetComponent <PurchaseCriteria>(); if (criteria == null) { return(true); // early bail if no criteria needs to be met } isQual = true; GameState gs = GameState.GetCurrentGameState(); // this checks only the locked dice list. List <PharoahDie> diceList = gs.GetLockedDiceList(); if (criteria) { isQual = criteria.MatchesCriteria(diceList); } // optional, check all dice on current player. May make things easier, but may make things more confusing. /* * if (criteria) { * isQual = criteria.MatchesCriteria(gs.currentPlayer.diceList); * } */ return(isQual); }
public void NewGame() { if (nTiles <= 0) // 0 is equal to number of players. positive numbers are exact tile count. { nTiles += GameState.GetCurrentGameState().allPlayers.Count; } if (nTiles < 1) nTiles = 1; // tbd: roll a number and add the correct tile Tile childTile; if (childTile = this.GetComponentInChildren<Tile>()) { addChild(childTile.gameObject); Debug.Log("BarSlot " + this.name + " added Tile " + childTile.name); } else { Debug.LogWarning("BarSlot " + this.name + " could not find a Tile on Start()."); } criteria = GetComponent<PurchaseCriteria>(); }
public void NewGame() { if (nTiles <= 0) // 0 is equal to number of players. positive numbers are exact tile count. { nTiles += GameState.GetCurrentGameState().allPlayers.Count; } if (nTiles < 1) { nTiles = 1; } // tbd: roll a number and add the correct tile Tile childTile; if (childTile = this.GetComponentInChildren <Tile>()) { addChild(childTile.gameObject); Debug.Log("BarSlot " + this.name + " added Tile " + childTile.name); } else { Debug.LogWarning("BarSlot " + this.name + " could not find a Tile on Start()."); } criteria = GetComponent <PurchaseCriteria>(); }