Esempio n. 1
0
    void Start()
    {
        actualPhase  = (int)Phase.Event;
        cameraPos    = Camera.main.transform;
        eventManager = GetComponent <Events>();
        BoothInfo    = GetComponent <Booths>();
        Debug.Log(BoothInfo);
        diceFinished = true;
        firstTurn    = true;
        isFinish     = false;
        park         = (GameObject)Resources.Load("Joueur");
        panelFound   = false;
        board        = GameObject.Find("Board");
        tempList     = board.GetComponentsInChildren <ParcManager>();
        faceUpBooths = BoothInfo.getFaceUpBooths(3);


        for (int i = 0; i < playerNumber; i++)
        {
            Debug.Log("Player created! :D");

            instanciatedObject = (GameObject)Instantiate(park, new Vector3(cameraPos.position.x + 2, cameraPos.position.y - 6, cameraPos.position.z - 2), Quaternion.identity);
            instanciatedObject.transform.parent = board.transform;
            instanciatedObject.name             = "Player_" + i;

            playerList.Add(instanciatedObject.GetComponent <ParcManager>());
            playerList[i].setID(i + 1);
        }

        StartCoroutine(gameTurn());
    }
Esempio n. 2
0
    IEnumerator gameTurn()
    {
        yield return(new WaitWhile(() => this.GetComponent <MenuPlayers>().playable));

        while (turnNumber > 0)
        {
            switch (actualPhase)
            {
            case (int)Phase.Event:
                Debug.Log("Event phase");
                yield return(new WaitUntil(() => Input.GetKeyDown(KeyCode.A)));

                int eventNumber = eventManager.getEvent();

                eventManager.restoreEvents(ref playerList);
                eventManager.applyEventEffect(eventNumber, ref playerList);

                int boothsUp = faceUpBooths.Count;
                Debug.Log("boothsUp : " + boothsUp);
                if (boothsUp != 3)
                {
                    int toTurn = 3 - boothsUp;
                    faceUpBooths = BoothInfo.getFaceUpBooths(toTurn);
                }

                actualPhase += firstTurn ? 2 : 1;
                firstTurn    = false;
                break;

            case (int)Phase.Income:
                foreach (ParcManager player in playerList)
                {
                    player.CashMoney += player.cashPerTurn;
                    player.CashMoney += player.visitors;     //à vérifier?
                }

                actualPhase++;
                break;

            case (int)Phase.Building:
                foreach (ParcManager player in playerList)
                {
                    int buildNumber = (player.eventTwoBuild) ? 2 : 1;
                    GetComponentInChildren <Player_options>().playerNo = player.ID - 1;
                    for (int i = 0; i < buildNumber; i++)
                    {
                        Debug.Log("Build Phase " + player.ID);
                        panel.SetActive(true);
                        yield return(new WaitUntil(() => Input.GetKeyDown(KeyCode.Return)));

                        panel.SetActive(false);
                        yield return(new WaitForSeconds(2f));
                    }
                }

                actualPhase++;
                break;

            case (int)Phase.Breach:
                foreach (ParcManager player in playerList)
                {
                    int breachNumber = (player.eventTwoBreach) ? 2 : 1;
                    for (int i = 0; i < breachNumber; i++)
                    {
                        Debug.Log("Dice part! " + player.ID);
                        diceBox = (GameObject)Resources.Load("DiceBox");

                        yield return(new WaitUntil(() => Input.GetKeyDown(KeyCode.A)));

                        {
                            diceFinished = false;
                            StartCoroutine(throwDice(player));
                            yield return(new WaitUntil(() => diceFinished));

                            Debug.Log(diceResult);
                            if (diceResult == 1)
                            {
                                player.Breach();
                            }
                        }
                    }
                }

                actualPhase++;
                break;

            case (int)Phase.End:
                actualPhase = 0;
                turnNumber--;
                break;
            }

            yield return(new WaitForSeconds(1f));
        }
    }