public void buyCurrentTile() { if (currentPlayer.GetCurrentTile().buyLocation(currentPlayer)) { GUImanager.DisableButton(BUTTON_TYPE.BUY); } }
/* * called by a button for player */ public void endTurn() { // current player will become next player // dice will be enabled GUImanager.disableGlowofPlayer(currentPlayerIndex); GUImanager.DisableButton(BUTTON_TYPE.BUY); currentPlayerIndex += 1; currentPlayerIndex %= (short)players.Length; currentPlayer = players[currentPlayerIndex]; DiceManager.resetDices(); GUImanager.EnableButton(BUTTON_TYPE.THROW_DICE); GUImanager.removeImage(); // temprory startTurn(); // Also, throw button should be enabled, and made interacable }
/* * called by manager */ public void startTurn() { // allow the current player to throw a dice, or do any possible action at this time // ex. trade, mortgage, charity, etc. // STATUS: WAITING FOR DICE THROW GUImanager.enableGlowofPlayer(currentPlayerIndex); GUImanager.DisableButton(BUTTON_TYPE.END_TURN); GUImanager.EnableButton(BUTTON_TYPE.THROW_DICE); // after Dice throw: // STATUS: AFTER DICE THROW // here, disable dice throw, unless double // events should be fired. Buy land, pull card, etc. // also, all options before the hrow should be open. // enable the button to end the turn }
private void removeInitialGUI() { GUImanager.DisableButton(BUTTON_TYPE.END_TURN); GUImanager.DisableButton(BUTTON_TYPE.THROW_DICE); GUImanager.setPlayerListGUI(false); }