public static Tuple <bool, bool> GetResult(this HandShapeTypes current, HandShapeTypes previous)
        {
            var won  = false;
            var lose = false;

            switch (current)
            {
            case HandShapeTypes.Paper:
                won  = previous == HandShapeTypes.Rock;
                lose = previous == HandShapeTypes.Scissors;
                break;

            case HandShapeTypes.Rock:
                won  = previous == HandShapeTypes.Scissors;
                lose = previous == HandShapeTypes.Paper;
                break;

            case HandShapeTypes.Scissors:
                won  = previous == HandShapeTypes.Paper;
                lose = previous == HandShapeTypes.Rock;
                break;

            default:
                break;
            }

            return(Tuple.Create(won, lose));
        }
Exemple #2
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        public void SetHandShape(HandTypes hand, HandShapeTypes shape)
        {
            if ((hand == HandTypes.Left && _leftShape == shape) ||
                (hand == HandTypes.Right && _rightShape == shape))
            {
                return;
            }

            if (hand == HandTypes.Left)
            {
                _leftShape          = shape;
                _leftReleaseCount   = 0;
                _leftReleaseRunning = (shape == HandShapeTypes.Default);
            }
            else
            {
                _rightShape          = shape;
                _rightReleaseCount   = 0;
                _rightReleaseRunning = (shape == HandShapeTypes.Default);
            }

            int offset = hand == HandTypes.Right ? 5 : 0;

            float[] angles =
                (shape == HandShapeTypes.Default) ? _defaultBendAngles :
                (shape == HandShapeTypes.Rock) ? _rockBendAngles :
                (shape == HandShapeTypes.Scissors) ? _scissorsBendAngles :
                _paperBendAngles;

            for (int i = 0; i < 5; i++)
            {
                _controller.Hold(i + offset, angles[i]);
            }
        }