Esempio n. 1
0
    private IEnumerator RollAction(bool firstRoll, string type)
    {
        while (pause)
        {
            yield return(null);
        }

        if (firstRoll)
        {
            StartCoroutine(boardUI.HideTurnTitle(type == "player"));
            if (type == "player")
            {
                StartCoroutine(boardUI.ShowButtons(playerList[currentPlayer].GetCharacter().color));
            }
            yield return(new WaitForSeconds(0.5f));
        }
        else
        {
            int           diceToDraw = 0;
            List <string> colorList  = new List <string>();
            foreach (Dice dice in dices)
            {
                if (dice.GetFaceIndex() != 1)
                {
                    diceToDraw++;
                    colorTrashBin.Add(dice.GetColor());

                    StartCoroutine(dice.Shrink());
                }
                else if (!firstRoll)
                {
                    colorList.Add(dice.GetColor());
                }
            }
            if (diceToDraw > 0)
            {
                if (diceToDraw > colorPool.Count)
                {
                    Dictionary <string, int> colorCount = new Dictionary <string, int>();
                    foreach (string color in colorList)
                    {
                        if (colorCount.ContainsKey(color))
                        {
                            colorCount[color]++;
                        }
                        else
                        {
                            colorCount.Add(color, 1);
                        }
                    }
                    boardUI.ResetMiniDice(colorCount);
                }
                yield return(new WaitForSeconds(0.5f));
            }
        }

        foreach (Dice dice in dices)
        {
            if (dice.GetFaceIndex() != 1 || firstRoll)
            {
                if (colorPool.Count == 0)
                {
                    colorPool.AddRange(colorTrashBin);
                    colorTrashBin.Clear();
                }
                int index = Random.Range(0, colorPool.Count);
                dice.SetColor(colorPool[index]);
                StartCoroutine(boardUI.MiniDiceShrink(colorPool[index]));
                colorPool.RemoveAt(index);
            }
        }
        Debug.LogFormat(this, "Color pool[{0}] : {1}", colorPool.Count, string.Join(", ", colorPool.ToArray()));

        while (pause)
        {
            yield return(null);
        }

        boardSoundsEffect.audioSource.PlayOneShot(boardSoundsEffect.dice);
        foreach (Dice dice in dices)
        {
            bool grow = firstRoll ? true : dice.GetFaceIndex() != 1;
            StartCoroutine(dice.Roll(grow, type));
            playerList[currentPlayer].GetCharacter().gameStat.AddDiceFace(dice.GetFaceIndex());
        }

        yield return(new WaitForSeconds(0.8f));

        while (pause)
        {
            yield return(null);
        }

        List <Dice> clawList = new List <Dice>();

        foreach (Dice dice in dices)
        {
            if (dice.GetFaceIndex() == 2)
            {
                //dice.animator.SetTrigger("highlight");
                if (playerList[currentPlayer].GetLife() > 0)
                {
                    StartCoroutine(boardUI.LoseLife(1));
                }
                playerList[currentPlayer].SetLife(playerList[currentPlayer].GetLife() - 1);
                clawList.Add(dice);
                boardSoundsEffect.audioSource.PlayOneShot(boardSoundsEffect.negative);
                StartCoroutine(dice.Highlight());
                yield return(new WaitForSeconds(0.2f));
            }
        }
        if (clawList.Count > 0)
        {
            yield return(new WaitForSeconds(0.2f));

            foreach (Dice dice in clawList)
            {
                StartCoroutine(dice.Lowlight());
            }
            yield return(new WaitForSeconds(0.3f));
        }

        while (pause)
        {
            yield return(null);
        }

        if (playerList[currentPlayer].GetLife() <= 0)
        {
            StartCoroutine(TurnOver());
        }
        else
        {
            List <Dice> bubbleList = new List <Dice>();
            foreach (Dice dice in dices)
            {
                Coroutine gainTurnScore = null;
                if (dice.GetFaceIndex() == 0)
                {
                    //dice.animator.SetTrigger("highlight");
                    bubbleList.Add(dice);
                    boardSoundsEffect.audioSource.PlayOneShot(boardSoundsEffect.positive);
                    StartCoroutine(dice.Highlight());
                    if (gainTurnScore != null)
                    {
                        StopCoroutine(gainTurnScore);
                    }
                    gainTurnScore = StartCoroutine(playerList[currentPlayer].GainTurnScore(1));
                    yield return(new WaitForSeconds(0.2f));
                }
            }
            if (bubbleList.Count > 0)
            {
                yield return(new WaitForSeconds(0.2f));

                foreach (Dice dice in bubbleList)
                {
                    StartCoroutine(dice.Lowlight());
                }
                yield return(new WaitForSeconds(0.3f));
            }

            while (pause)
            {
                yield return(null);
            }

            if (type == "player")
            {
                canPlay = true;
            }
            else
            {
                yield return(new WaitForSeconds(0.2f));

                if (playerList[currentPlayer].GetScore() + playerList[currentPlayer].GetTurnScore() >= 13)
                {
                    StopAction(true);
                }
                else if (playerList[currentPlayer].GetTurnScore() == 0 || playerList[currentPlayer].GetLife() >= 3)
                {
                    ContinueAction(true);
                }
                else if (playerList[currentPlayer].GetLife() == 1)
                {
                    StopAction(true);
                }
                else if (playerList[currentPlayer].GetTurnScore() < 3)
                {
                    ContinueAction(true);
                }
                else if (playerList[currentPlayer].GetTurnScore() >= 2 && playerList[currentPlayer].GetTurnScore() <= 4)
                {
                    if ((Random.Range(0, 2) == 0))
                    {
                        ContinueAction(true);
                    }
                    else
                    {
                        StopAction(true);
                    }
                }
                else
                {
                    StopAction(true);
                }
            }
        }
    }