/// <summary> /// Shows a message for the goal /// </summary> /// <param name="endZoneType">The end zone that was</param> /// <returns></returns> private IEnumerator ShowGoalMessageAndHandleGoal(Player.PlayerType scoringPlayer) { // TODO: Increase the correct player's score // Update score UI.Instance.UpdatePlayersScores(_leftPlayerScore, _rightPlayerScore); // Show message / Handle game victory // TODO: Handle victory condition (_scoreToWin) bool isGameOver = false; if (isGameOver) { // TODO: Show message which player has won // TODO: Wait 3 seconds before starting a new game StartNewGame(); } else { // TODO: Show message which player has scored // TODO: Wait 3 seconds before starting a new match StartCoroutine(StartNewMatch()); } // TODO: Remove this "Yield break" after you've implemented the above yield break; }
protected override void SingletonAwake() { #if UNITY_ANDROID playerTypeToSpawn = Player.PlayerType.vr; #elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX playerTypeToSpawn = Player.PlayerType.flat; #endif Player playerOnScene = FindObjectOfType <Player>(); if (playerOnScene) { player = playerOnScene; } else { GameObject playerToSpawn = null; switch (playerTypeToSpawn) { case Player.PlayerType.flat: playerToSpawn = flatPlayerPrefab; break; case Player.PlayerType.vr: playerToSpawn = vrPlayerPrefab; break; } player = Instantiate(playerToSpawn).GetComponentInChildren <Player>(); } }
public static Player add(Player.PlayerType playerName) { Player player = new Player(playerName, 0, 3); SLink.addToFront(ref playerList, player); return(player); }
//used for the Distance UI public bool CheckIfCharVisible(Player.PlayerType type) { //temp position Vector3 viewPos = Vector3.zero; switch (type) { //if type is Player we get the Viewport Point of the Player game object case Player.PlayerType.Player: viewPos = Camera.main.WorldToViewportPoint(GameManager.Instance.Player.transform.position); break; // else we get the Viewport Point from the Enemy case Player.PlayerType.Enemy: viewPos = Camera.main.WorldToViewportPoint(GameManager.Instance.Enemy.transform.position); break; } //if object in view return true else return false if (viewPos.x >= 0 && viewPos.x <= 1 && viewPos.y >= 0 && viewPos.y <= 1 && viewPos.z > 0) { return(true); } else { return(false); } }
public void GetPlayersBoardProperty(string playersName, Player.PlayerType playerType) { Player _player = new Player(new GameSettings(), playersName, playerType); _player.TypeOfPlayer = Player.PlayerType.Human; Assert.False(_player.PlayersBoard == null); }
public void SetNameProperty(string playersName, Player.PlayerType playerType) { Player _player = new Player(new GameSettings(), string.Empty, playerType); _player.Name = playersName; Assert.True(_player.Name == playersName); }
/// <param name="endZoneType">The end zone that was</param> /// <returns></returns> private IEnumerator ShowGoalMessageAndHandleGoal(Player.PlayerType scoringPlayer) { bool isLeft = scoringPlayer == Player.PlayerType.Left; if (isLeft) { _leftPlayerScore++; } else { _rightPlayerScore++; } UI.Instance.UpdatePlayersScores(_leftPlayerScore, _rightPlayerScore); bool isGameOver = _rightPlayerScore > 2 || _leftPlayerScore > 2; if (isGameOver) { if (isLeft) { UI.Instance.ChangeMainMessage("Right Player has Won!"); } else { UI.Instance.ChangeMainMessage("Left Player has Won!"); } yield return(new WaitForSeconds(3)); UI.Instance.UpdatePlayersScores(0, 0); StartNewGame(); } else { if (isLeft) { UI.Instance.ChangeMainMessage("Right Player has Scored!"); } else { UI.Instance.ChangeMainMessage("Left Player has Scored!"); } yield return(new WaitForSeconds(3)); StartCoroutine(StartNewMatch()); } }
//used for updating health depending on the char type public void UpdateCharHeath(Player.PlayerType type, float curHealth, float maxHealth) { switch (type) { case Player.PlayerType.Player: m_PlayerHealthImage.fillAmount = curHealth / maxHealth; break; case Player.PlayerType.Enemy: m_EnemyHealthImage.fillAmount = curHealth / maxHealth; break; default: break; } }
public ResultMessageForm(MainForm frm, Player.PlayerType type) { this.frm = frm; InitializeComponent(); if (type == Player.PlayerType.Player) { pictureBox.Image = Properties.Resources.won; label.Text = "You Won!"; label.ForeColor = Color.DodgerBlue; } else { pictureBox.Image = Properties.Resources.lost; label.Text = "You Lost!"; label.ForeColor = Color.Firebrick; } }
public void UpdateShipDestroyed(Player.PlayerType type, Ship s) { Square[] squares = s.Squares; for (int i = 0; i < squares.Length; i++) { switch (type) { case Player.PlayerType.Player: computerGraphicBoard[squares[i].I, squares[i].J].ShipDestroyed(); break; case Player.PlayerType.Computer: playerGraphicBoard[squares[i].I, squares[i].J].ShipDestroyed(); GetShipsBoxByShip(s).Lock(); break; } } }
//updates health depending on player type public void UpdateCharHealth(Player.PlayerType type, float curHealth, float maxHealth) { m_InGamePanelComponent.UpdateCharHeath(type, curHealth, maxHealth); }
public ChoiceHandler(Player.PlayerType playerType) { PlayerType = playerType; }
public void PlayerConstructorDefaultName(string playersName, Player.PlayerType playerType) { Player _player = new Player(new GameSettings(), playersName, playerType); Assert.True(_player.Name == Player.DefaultPlayersName && _player.TypeOfPlayer == playerType); }
public void PlayerConstructor(string playersName, Player.PlayerType playerType, string expectedName) { Player _player = new Player(new GameSettings(), playersName, playerType); Assert.True(_player.Name == expectedName && _player.TypeOfPlayer == playerType); }
public void setPlayerName(Player.PlayerType mPlayerTypr) { this.playerType = mPlayerTypr; }
public void SetPlayerType(Player.PlayerType type) { playerType = type; }