Example #1
0
    void OnTurnEnded(ShootRacePlayer player)
    {
        GameManager.instance.Camera().Reset();
        GameManager.instance.GUIManager().ResetShootBarSlider();
        GameManager.instance.Backboard().DeactivateBonus();

        StartNewTurn(player);
    }
Example #2
0
    void StartNewTurn(ShootRacePlayer player)
    {
        if (!m_gameTimeElapsed)
        {
            GameManager.instance.InputManager().SetEnable(true);

            if (GameUtils.CalculateIfBackboardBlink())               //backboard bonus can become active every start of every players (maybe % in static conf should be low)
            {
                GameManager.instance.Backboard().ActivateBonus();
            }

            player.StartTurn();
        }
    }
Example #3
0
    void Init()
    {
        m_Player = new ShootRacePlayer(GameManager.instance.Player().gameObject, GameManager.instance.PlayerBall().gameObject);
        m_Player.m_onTurnStarted         += OnNewTurnStarted;
        m_Player.m_onTurnEnded           += OnTurnEnded;
        m_Player.m_onScored              += OnScored;
        m_Player.m_onFireballScoreUpdate += OnFireballScoreUpdated;
        m_Player.m_onFireballActivated   += OnFireballActivated;
        m_Player.m_onFireballActivated   += OnFireballDeactivated;
        m_Player.m_onFireballTimeChange  += OnFireballCountdownChanged;

        m_PlayersInGame.Add(m_Player);

        m_Opponent = new ShootRacePlayer(GameManager.instance.Opponent().gameObject, GameManager.instance.OpponentBall().gameObject, true);
        m_Opponent.m_onTurnEnded += StartNewTurn;
        m_Opponent.m_onScored    += OnScored;
        m_PlayersInGame.Add(m_Opponent);

        m_gameRemainingTimeCountdown = new TimeCountdown();
        m_gameRemainingTimeCountdown.onTimeChanged += OnGameRemainingTimeChanged;
        m_gameRemainingTimeCountdown.onTimeElapsed += EndGame;
    }
Example #4
0
 public BasicPlayerAI(ShootRacePlayer player)     //Better if create and use interface for players, not ShootRace
 {
     Assert.Test(player != null, "Here is needed a valid Player");
     m_player = player;
     m_player.m_onTurnStarted += Shoot;
 }