// Start is called before the first frame update public void Start() { skipper = true; g = GameObject.Find("Game_Controler").GetComponent <Game_Controler>(); hand = GameObject.Find("Game_Starter").GetComponent <Game>().Hand1; hand_graph = GameObject.Find("Game_Starter").GetComponent <Game>().Hand1_rand; }
private void Start() { left = true; right = true; game = GameObject.Find("Game_Controler"); g = GameObject.Find("Game_Controler").GetComponent <Game_Controler>(); p = GameObject.Find("Player").GetComponent <Player>(); }
// Start is called before the first frame update public void Start() { g = GameObject.Find("Game_Controler").GetComponent <Game_Controler>(); s = gameObject.name.Split('_')[1]; if (s == "2") { hand = GameObject.Find("Game_Starter").GetComponent <Game>().Hand2; hand_graph = GameObject.Find("Game_Starter").GetComponent <Game>().Hand2_rand; } if (s == "3") { hand = GameObject.Find("Game_Starter").GetComponent <Game>().Hand3; hand_graph = GameObject.Find("Game_Starter").GetComponent <Game>().Hand3_rand; } if (s == "4") { hand = GameObject.Find("Game_Starter").GetComponent <Game>().Hand4; hand_graph = GameObject.Find("Game_Starter").GetComponent <Game>().Hand4_rand; } }
// Start is called before the first frame update void Start() { g = FindObjectOfType <Game_Controler>(); }
public void commit(int up, int down, CPU p) { p.turn = false; game = GameObject.Find("Game_Controler"); g = GameObject.Find("Game_Controler").GetComponent <Game_Controler>(); gameObject.GetComponent <SpriteRenderer>().color = Color.white; StartCoroutine(flip(1, up, down)); StartCoroutine(flip2(1, 1, new Vector3(0, 1, 0))); StartCoroutine(ScaleOverTime(1)); if (g.begining && g.round == 1) { g.lefty = gameObject; g.righty = gameObject; g.leftpiece.big = 6; g.leftpiece.small = 6; g.rightpiece.big = 6; g.rightpiece.small = 6; if (g.play_num == 3) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); } else if (g.play_num == 4) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); } StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); g.right = 6; g.left = 6; g.begining = false; p.setagian(up, down); g.V_left.x -= 0.72f; g.V_right.x += 0.72f; } else if (g.begining) { g.lefty = gameObject; g.righty = gameObject; g.leftpiece.big = up; g.leftpiece.small = down; g.rightpiece.big = up; g.rightpiece.small = down; if (g.play_num == 3) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); } else if (g.play_num == 4) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); } StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); g.right = up; g.left = down; g.begining = false; p.setagian(up, down); g.V_left.x -= 0.72f; g.V_right.x += 0.72f; } else if (up == down) { //print(g.left_played + " "+ g.right_played); if (up == g.left) { g.lefty = gameObject; if (g.left_played == 5) { g.V_left.x += 0.48f; g.V_left.y += 0.48f; } if (g.left_played < 5) { g.left_played++; if (g.play_num == 3) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); } else if (g.play_num == 4) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); } g.leftpiece.big = up; g.leftpiece.small = down; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); g.V_left.x -= 0.72f; g.left = up; p.setagian(up, down); } else if (g.left_played > 4 && g.left_played < 7) { //if(g.left_played == 6) //{ // g.V_left.x -= 0.48f; //} //print("r true"); g.left_played++; g.leftpiece.big = up; g.leftpiece.small = down; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); if (g.play_num == 2) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); } g.V_left.y += 0.72f; g.left = up; p.setagian(up, down); } else if (g.left_played > 6) { if (g.left_played == 7) { g.V_left.x += 0.48f; g.V_left.y -= 0.48f; } g.left_played++; if (g.play_num == 3) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); } else if (g.play_num == 4) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); } g.leftpiece.big = up; g.leftpiece.small = down; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); g.V_left.x += 0.72f; g.left = up; p.setagian(up, down); } } else { g.righty = gameObject; if (g.right_played == 5) { g.V_right.x -= 0.48f; g.V_right.y -= 0.48f; } if (g.right_played < 5) { g.right_played++; if (g.play_num == 3) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); } else if (g.play_num == 4) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); } g.rightpiece.big = up; g.rightpiece.small = down; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); g.V_right.x += 0.72f; g.right = up; p.setagian(up, down); } else if (g.right_played > 4 && g.right_played < 7) { //if (g.right_played == 6) //{ // g.V_right.x += 0.48f; //} //print("l true"); g.right_played++; g.rightpiece.big = up; g.rightpiece.small = down; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); if (g.play_num == 2) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); } g.V_right.y -= 0.72f; g.right = up; p.setagian(up, down); } else if (g.right_played > 6) { if (g.right_played == 7) { g.V_right.x -= 0.48f; g.V_right.y += 0.48f; } g.right_played++; if (g.play_num == 3) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); } else if (g.play_num == 4) { StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); } g.rightpiece.big = up; g.rightpiece.small = down; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); g.V_right.x -= 0.72f; g.right = up; p.setagian(up, down); } } } else { if (p.s == "2") { if (up == g.left) { g.lefty = gameObject; if (g.left_played < 5) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); g.V_left.x -= 0.72f; g.left = down; p.setagian(up, down); } else if (g.left_played > 4 && g.left_played < 7) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_left.y += 0.72f; g.left = down; p.setagian(up, down); } else if (g.left_played > 6) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_left.x += 0.72f; g.left = down; p.setagian(up, down); } } else if (up == g.right) { g.righty = gameObject; if (g.right_played < 5) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_right.x += 0.72f; g.right = down; p.setagian(up, down); } else if (g.right_played > 4 && g.right_played < 7) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_right.y -= 0.72f; g.right = down; p.setagian(up, down); } else if (g.right_played > 6) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); g.V_right.x -= 0.72f; g.right = down; p.setagian(up, down); } } else if (down == g.left) { g.lefty = gameObject; if (g.left_played < 5) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_left.x -= 0.72f; g.left = up; p.setagian(up, down); } else if (g.left_played > 4 && g.left_played < 7) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_left.y += 0.72f; g.left = up; p.setagian(up, down); } else if (g.left_played > 6) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); g.V_left.x += 0.72f; g.left = up; p.setagian(up, down); } } else if (down == g.right) { g.righty = gameObject; if (g.right_played < 5) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); g.V_right.x += 0.72f; g.right = up; p.setagian(up, down); } else if (g.right_played > 4 && g.right_played < 7) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_right.y -= 0.72f; g.right = up; p.setagian(up, down); } else if (g.right_played > 6) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_right.x -= 0.72f; g.right = up; p.setagian(up, down); } } } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (p.s == "3") { if (up == g.left) { g.lefty = gameObject; if (g.left_played < 5) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_left.x -= 0.72f; g.left = down; p.setagian(up, down); } else if (g.left_played > 4 && g.left_played < 7) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_left.y += 0.72f; g.left = down; p.setagian(up, down); } else if (g.left_played > 6) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, -2))); g.V_left.x += 0.72f; g.left = down; p.setagian(up, down); } } else if (up == g.right) { g.righty = gameObject; if (g.right_played < 5) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_right.x += 0.72f; g.right = down; p.setagian(up, down); } else if (g.right_played > 4 && g.right_played < 7) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); g.V_right.y -= 0.72f; g.right = down; p.setagian(up, down); } else if (g.right_played > 6) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_right.x -= 0.72f; g.right = down; p.setagian(up, down); } } else if (down == g.left) { g.lefty = gameObject; if (g.left_played < 5) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_left.x -= 0.72f; g.left = up; p.setagian(up, down); } else if (g.left_played > 4 && g.left_played < 7) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); g.V_left.y += 0.72f; g.left = up; p.setagian(up, down); } else if (g.left_played > 6) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_left.x += 0.72f; g.left = up; p.setagian(up, down); } } else if (down == g.right) { g.righty = gameObject; if (g.right_played < 5) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_right.x += 0.72f; g.right = up; p.setagian(up, down); } else if (g.right_played > 4 && g.right_played < 7) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_right.y -= 0.72f; g.right = up; p.setagian(up, down); } if (g.right_played > 6) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, -2))); g.V_right.x -= 0.72f; g.right = up; p.setagian(up, down); } } } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (p.s == "4") { if (up == g.left) { g.lefty = gameObject; if (g.left_played < 5) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_left.x -= 0.72f; g.left = down; p.setagian(up, down); } else if (g.left_played > 4 && g.left_played < 7) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_left.y += 0.72f; g.left = down; p.setagian(up, down); } else if (g.left_played > 6) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, -2))); g.V_left.x += 0.72f; g.left = down; p.setagian(up, down); } } else if (up == g.right) { g.righty = gameObject; if (g.right_played < 5) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_right.x += 0.72f; g.right = down; p.setagian(up, down); } else if (g.right_played > 4 && g.right_played < 7) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); g.V_right.y -= 0.72f; g.right = down; p.setagian(up, down); } else if (g.right_played > 6) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_right.x -= 0.72f; g.right = down; p.setagian(up, down); } } else if (down == g.left) { g.lefty = gameObject; if (g.left_played < 5) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_left.x -= 0.72f; g.left = up; p.setagian(up, down); } else if (g.left_played > 4 && g.left_played < 7) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 1))); g.V_left.y += 0.72f; g.left = up; p.setagian(up, down); } else if (g.left_played > 6) { checkleft(up, down); g.left_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_left, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_left.x += 0.72f; g.left = up; p.setagian(up, down); } } else if (down == g.right) { g.righty = gameObject; if (g.right_played < 5) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, 2))); g.V_right.x += 0.72f; g.right = up; p.setagian(up, down); } else if (g.right_played > 4 && g.right_played < 7) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); StartCoroutine(flip2(1, 2, new Vector3(0, 0, -1))); g.V_right.y -= 0.72f; g.right = up; p.setagian(up, down); } else if (g.right_played > 6) { checkright(up, down); g.right_played++; StartCoroutine(moveToPosition(gameObject.transform, g.V_right, 1)); //StartCoroutine(flip2(1, 2, new Vector3(0, 0, -2))); g.V_right.x -= 0.72f; g.right = up; p.setagian(up, down); } } } } //print("cpu "+ p.s +" ,turn "+g.turn_num+": "+ g.V_left + " " + g.V_right); }