public PlayerPanel(PanelPosition panelPosition, PlayerType playerType, TurnDelegate tDelegate) { this.panelPosition = panelPosition; this.playerType = playerType; this.tDelegate = tDelegate; Initialize(); Random rnd1 = new Random(Guid.NewGuid().GetHashCode()); Random rnd2 = new Random(Guid.NewGuid().GetHashCode()); if (playerType == PlayerType.Human) { while (brain.stIndex < brain.st.Length - 1) { int row = rnd1.Next(0, 10); int column = rnd1.Next(0, 10); string msg = string.Format("{0}_{1}", row, column); brain.Process(msg); } } if (playerType == PlayerType.Bot) { while (brain.stIndex < brain.st.Length - 1) { int row = rnd2.Next(0, 10); int column = rnd2.Next(0, 10); string msg = string.Format("{0}_{1}", row, column); brain.Process(msg); } } }
public PlayerPanel(Point Location, PlayerType playerType, TurnDelegate tDelegate) { this.Location = Location; this.pType = playerType; this.tDelegate = tDelegate; Initialize(); }
public PlayerPanel(PanelPosition panelPosition, PlayerType playerType, TurnDelegate tDelegate, TurnDelegate gDelegate, Color ColorBot) { this.panelPosition = panelPosition; this.playerType = playerType; this.tDelegate = tDelegate; this.gDelegate = gDelegate; this.ColorBot = ColorBot; Initialize(); }
// Start is called before the first frame update void Start() { #region PLATFORM FOR TURNING #if UNITY_EDITOR turndelegate = TurnPlayerUsingKeyboard; #endif #if UNITY_ANDROID turndelegate = TurnPlayerUsingTouch; #endif #endregion gameManager = GameObject.FindObjectOfType <GameManager>(); anim = gameObject.GetComponent <Animator>(); LoadHighScore(); }
// Start is called before the first frame update void Start() { #region PLATFORM FOR TURNING #if UNITY_EDITOR turnDelegate = TurnPlayerUsingKeyboard; #endif #if UNITY_ANDROID turnDelegate = TurnPlayerUsingTouch; #endif #endregion gameManager = GameObject.FindObjectOfType <GameManager>(); //tipi game manger olan nesneyi al anim = gameObject.GetComponent <Animator>(); //animasyona başlaması için tip aldık LoadHighScore(); // high scoru yaz }
// Update is called once per frame void Update() { if (gameManager.gameStarted) { animController.SetTrigger("gameStarted"); Move(); #if UNITY_EDITOR turn = TurnWithKeyboard; #endif #if UNITY_ANDROID turn = TurnWithFinger; #endif //TurnWithKeyboard(); turn(); CheckFalling(); } }
// Start is called before the first frame update void Start() { #region PLATFORM FOR TURNING #if UNITY_EDITOR turnDelegate = TurnPlayerUsingKeyboard; #endif #if UNITY_ANDROID turnDelegate = TurnPlayerUsingTouch; #endif #endregion gameManager = GameObject.FindObjectOfType <GameManager>(); // sürükle bırak yapmamak için zaten GameManager tipinde tek obje var. anim = gameObject.GetComponent <Animator>(); LoadHighScore(); }
// Start is called before the first frame update void Start() { LoadHScore(); HScoreText.text = hscore.ToString(); #if UNITY_EDITOR_OSX turnDelegate = TurnWithKeyboard; #endif #if UNITY_EDITOR_WIN turnDelegate = TurnWithKeyboard; #endif #if UNITY_ANDROID turnDelegate = TurnWithTouch; #endif #if UNITY_IOS turnDelegate = TurnWithTouch; #endif }
// Start is called before the first frame update void Start() { #region ChoosingPlatformforTurning #if UNITY_EDITOR turnDelegate = TurnPlayerUsingKeyboard; #endif #if UNITY_ANDROID turnDelegate = TurnPlayerUsingTouchControl; #endif #endregion gameManager = GameObject.FindObjectOfType <gameManager>(); anim = gameObject.GetComponent <Animator>(); LoadHighScore(); }
public ParticleSystem effect; //elmasları aldığında çıkan duman efekti; void Start() // Start is called before the first frame update { //platform; #region PLATFORM FOR TURNİNG #if UNITY_EDITOR turnDelegate = TurnUsingKeyboard; #endif #if UNITY_ANDROID turnDelegate = TurnUsingTouch; #endif #if UNITY_IOS turnDelegate = TurnUsingTouch; #endif #endregion //oyunun başlamasını kontrol etmek için oyun dosyalarında //GameManager tipli objenin buunmasını sağladık; gameManager = GameObject.FindObjectOfType <GameManager>(); anim = gameObject.GetComponent <Animator>(); LoadHighScore(); }
public PlayerPanel(PanelPosition panelPosition, PlayerType playerType, TurnDelegate tDelegate, Color BusyColor) { this.playerType = playerType; this.panelPosition = panelPosition; this.tDelegate = tDelegate; this.BusyColor = BusyColor; Initialize(); switch (panelPosition) { case PanelPosition.Left: //RndH(); break; case PanelPosition.Right: RndB(); break; default: break; } }
public PlayerPanel(PanelPosition panelPosition, PlayerType playerType, TurnDelegate tDelegate, Color ColorToFillBusy) { this.panelPosition = panelPosition; this.playerType = playerType; this.tDelegate = tDelegate; this.ColorToFillBusy = ColorToFillBusy; Initialize(); //Random rnd1 = new Random(Guid.NewGuid().GetHashCode()); //Random rnd2 = new Random(Guid.NewGuid().GetHashCode()); if (playerType == PlayerType.Human) { //RandomGenerateShips(); } if (playerType == PlayerType.Bot) { //RandomGenerateShips(); this.Enabled = false; } }
public GameLogic(TurnDelegate GameDlg) { p1 = new PlayerPanel(PanelPosition.Left, PlayerType.Human, MakeBotTurn, GameDlg, Color1); p2 = new PlayerPanel(PanelPosition.Right, PlayerType.Bot, MakeBotTurn, GameDlg, Color2); }