/// <summary> /// Signalling that the game has ended, and the winner of the game. /// </summary> /// <param name="winner"></param> public void GameOver(PlayersEnum winner) { // update the game winner _winner = winner; // print the collected data points to debug console Debug.Log($"{Enum.GetName(typeof(PlayersEnum), _winner)} won, sending telemetry data..."); Debug.Log(( $"Player 1 used {_playerOneProjectiles} projectile(s); Player 2 used {_playerTwoProjectiles} projectile(s).")); Debug.Log( $"Player 1 has {_playerOneTargets} target(s) surviving; Player 2 has {_playerTwoTargets} target(s) surviving."); // upload the collected data points var result = UploadData(); Debug.Log($"Telemetry submission result: {result.ToString()}"); }
/// <summary> /// Enable the slingshot for a given player. /// </summary> /// <param name="player">The player to enable the slingshot for.</param> public void EnableSlingshotForPlayer(PlayersEnum player) { switch (player) { case PlayersEnum.PlayerOne: if (GameObject.FindWithTag("SlingshotP1")) { GameObject.FindWithTag("SlingshotP1").SendMessage("EnableSlingshotReloading"); } return; case PlayersEnum.PlayerTwo: if (GameObject.FindWithTag("SlingshotP2")) { GameObject.FindWithTag("SlingshotP2").SendMessage("EnableSlingshotReloading"); } return; default: return; } }
// activate the winning screen upon a player winning private static void Win(PlayersEnum player, string playerName) { GameObject.Find("Telemetry").SendMessage("GameOver", player); GameObject.FindWithTag("gameOver").GetComponent <Canvas>().enabled = true; GameObject.FindWithTag("winMessage").GetComponent <Text>().text = $"{playerName} Won!"; }