private void InitTurn() { if (t.Turn == 0 && PhotonNetwork.room.PlayerCount == 2 && PhotonNetwork.isMasterClient) { t.BeginTurn(); t.Info(); } }
public override void OnPhotonPlayerConnected(PhotonPlayer newPlayer) { print("Player connected: " + newPlayer); if (PhotonNetwork.room.PlayerCount == 2 && PhotonNetwork.isMasterClient) { turnManager.BeginTurn(); } }
/// <summary> /// ポップアップフェードアウト /// </summary> /// <returns></returns> public IEnumerator PopupFedOut() { //対戦相手表示 yield return(new WaitForSeconds(2)); PopupPanel.SetActive(false); if (PhotonNetwork.LocalPlayer.IsMasterClient) { //マスタークライアントがターン開始 turnManager.BeginTurn(); } yield break; }
/// <summary>Call to start the turn (only the Master Client will send this).</summary> public void StartTurn() { if (PhotonNetwork.isMasterClient) { turnManager.BeginTurn(); } }
private IEnumerator Start() { if (PhotonNetwork.IsMasterClient) { var startPlayerId = Random.Range(0, 2); var startPlayer = PhotonNetwork.PlayerList[startPlayerId]; PhotonNetwork.CurrentRoom.SetTurnPlayer(startPlayer); } _nowPhase = new FirstPick(); _nowPhase.Execute(); yield return(new WaitWhile(() => PhotonNetwork.LocalPlayer.GetStartCheck() || PhotonNetwork.PlayerListOthers[0].GetStartCheck())); _nowPhase = new BattleSetup(); _nowPhase.Execute(); _turnManager.BeginTurn(); }
void IPunTurnManagerCallbacks.OnTurnCompleted(int turn) { if (PhotonNetwork.IsMasterClient) { m_turnManager.BeginTurn(); } }
/// <summary> /// ターンが時間切れになった時に呼び出される /// </summary> /// <param name="turn"></param> void IPunTurnManagerCallbacks.OnTurnTimeEnds(int turn) { Debug.LogFormat("OnTurnTimeEnds {0}", turn); // 新たなターンを開始する PunTurnManager turnManager = GameObject.FindObjectOfType <PunTurnManager>(); turnManager.BeginTurn(); }
public void OnPlayerFinished(Player player, int turn, object move) { bool finishedByLocal = turnManager.GetPlayerFinishedTurn(PhotonNetwork.LocalPlayer); bool finishedByRemote = turnManager.GetPlayerFinishedTurn(PhotonNetwork.PlayerListOthers[0]); Debug.Log(">>>>>>> local:" + finishedByLocal + " VS remote: " + finishedByRemote + " <<<<<"); if (player == PhotonNetwork.LocalPlayer) //Local is the one who finished { isMyTurn = false; gameManager.EndTurn(); Debug.Log("I just finished! -------"); Debug.Log(" -Local Player property 'turn' set to false and remote to true!"); } else { Debug.Log("The other player just finished! -------"); isMyTurn = true; gameManager.DecodeMove(move); } Debug.Log("Pieces: local: " + gameManager.controller.localPlayerInfo.listOfPlayedPositions.Count + " VS " + gameManager.controller.remotePlayerInfo.listOfPlayedPositions.Count); if (gameManager.CheckIfAnyWinner()) { Debug.Log("Someone won or there is a tie"); gameManager.EndOfROund(); Debug.Log("**********END ROUND********"); } else if (isMyTurn) { turnManager.BeginTurn(); Debug.Log("The round has ended. Because: " + gameManager.messageLog); //gameManager.SomethingHappened(msg); } Debug.Log("############TURN END############"); }
private void TurnStart() { punTurnManager.BeginTurn(); }