public static ActionCommand GenerateActionCommand(RPS_Player player) { // skip default option at end of enum var lengthOfValidEntries = Enum.GetNames(typeof(ActionType)).Length - 1; int rand = UnityEngine.Random.Range(0, lengthOfValidEntries); return(new ActionCommand((ActionType)rand, player)); }
public void DetermineMatchEnded(RPS_Player winner) { if (winner == null) { // another round } else { // match is over } }
internal void Initialize() { this.match = owner.match; // find player by id rather than control mode // OR assign control mode based on some params this.localPlayer = match.Players.Find(player => player.controlMode == ControlMode.LOCAL); if (localPlayer == null) { return; } ButtonEventSender.onChooseRock += SelectRock; ButtonEventSender.onChoosePaper += SelectPaper; ButtonEventSender.onChooseScissors += SelectScissors; }
// Update is called once per frame void Update() { if (canRestart) { if (Input.GetKeyDown(KeyCode.Return)) { EditorSceneManager.LoadScene(0); } if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } } else { switch ((int)Time.timeSinceLevelLoad) { case 2: timeText.text = "Rock..."; break; case 3: timeText.text = "Rock...Paper..."; break; case 4: timeText.text = "Rock...Paper...Scissors..."; break; case 5: timeText.text = "Rock...Paper...Scissors...GO!"; RPS_Player winP = find_winner(); string victorText; if (winP == null) { victorText = "Tie\n\n"; } else { victorText = winP.pName + " Wins!\n\n"; }; //different for players>2 victorText += "Player 1: " + player1.getCard().value() + "\nPlayer 2: " + player2.getCard().value(); victorText += "\n\n\'Enter\' to replay\n\'Escape\' to quit"; //EditorUtility.DisplayDialog("Test!", victorText, "OK"); winScreen.text = victorText; winScreen.enabled = true; canRestart = true; break; default: break; } } }
// Use this for initialization void Start() { controller = GetComponent <TextController>(); player = GetComponent <RPS_Player>(); }
public ActionCommand(ActionType action, RPS_Player owner) { this.action = action; this.owner = owner; }
public static ActionCommand GenerateActionCommand(ActionType actionType, RPS_Player player) { return(new ActionCommand(actionType, player)); }