//Initializes the player variables public void init(bool player1) { // get protocolManager from GameManager protocols = GameManager.protocols; deck = new ArrayList(); hand = new ArrayList(); GraveYard = new ArrayList(); cardsInPlay = new ArrayList(); treeID = new ArrayList(); //Set's player's coordinates of interest for p1 and p2 setPlayerNum(player1); //Creates the player's tree and mana displayer createTree(); createMana(); }
void Start() { // Needed to to fade into scene Game.StartEnterTransition(); showLoading = 300; //5 seconds popup = GameObject.Find("Loading"); protocols = (ProtocolManager)gameObject.AddComponent <ProtocolManager>(); protocols.init(); enabled = true; player1 = (BattlePlayer)gameObject.AddComponent <BattlePlayer>(); player1.init(true); player1.playerID = GameState.player.GetID(); Debug.Log("player1 ID : " + player1.playerID); player1.playerName = GameState.player.GetName(); // initialize match here if (Constants.SINGLE_PLAYER) { player2 = (BattlePlayer)gameObject.AddComponent <BattlePlayer>(); player2.init(false); player2.playerName = "Player 2"; } else { // TODO: Need different logic here to make player 2 // not have cards dealt face up, etx. player2 = (BattlePlayer)gameObject.AddComponent <BattlePlayer>(); player2.init(false); player2.playerName = "Player 2"; } // Send MatchStatus protocol initMatch(); curPlayer = player1; GameManager.manager = this; // Poll for turn updates //StartCoroutine(PollAction(Constants.UPDATE_RATE)); }