protected override void SelectDeck(Dictionary <string, object> parms) { // Wait for all players to select their decks if (decksSelected == numPlayers) { return; } foreach (KeyValuePair <string, Opponent> opp in opponentList) { PlayerComSC.SetNewState(GameState.PREPSTART); } currentState = UpdateGameState(GameState.PREPSTART, null); }
protected override void Join(Dictionary <string, object> parms) { // Initial game state // Wait for players to join if (numPlayers == desiredPlayers) { // Signal players to move to select deck state foreach (KeyValuePair <string, Opponent> opp in opponentList) { PlayerComSC.SetNewState(GameState.SELCTDECK); } // Move to select deck state currentState = UpdateGameState(GameState.SELCTDECK, null); } }
protected override void SelectDeck(Dictionary <string, object> parms) { if (deckSelected == false) { return; } // Client sends its deck size to Master // This is set by a Client after sending deck count to Master if (deckCountSent) { return; } PlayerComSC.SetOppDeckSize(playerSC.deckSC.GetDeckCount()); deckCountSent = true; }