void Update() { if (isServer) { if (m_gameState == CTF_GameState.GS_WaitingForPlayers && IsNumPlayersReached()) { m_gameState = CTF_GameState.GS_Ready; } if (m_gameState == CTF_GameState.GS_InGame) { if (m_gameTime <= 0) { m_gameState = CTF_GameState.GS_GameOver; } } if (m_gameState == CTF_GameState.GS_GameOver) { StopAllCoroutines(); EndText.text = "Game is Over, The Winner is You!"; } } UpdateGameState(); }
public void UpdateGameState() { if (m_gameState == CTF_GameState.GS_Ready) { //call whatever needs to be called if (isServer) { SpawnFlag(); //change state to ingame m_gameState = CTF_GameState.GS_InGame; PlayerController101[] players = GameObject.FindObjectsOfType <PlayerController101>(); for (int x = 0; x < players.Length; x++) { psNames[x] = players[x].playerName; } } } if (isServer && m_gameState == CTF_GameState.GS_GameOver) { NetworkManager.singleton.StopHost(); NetworkManager.singleton.ServerChangeScene("Offline"); } }
// Update is called once per frame void Update() { if (m_gameState == CTF_GameState.GS_InGame) { time -= Time.deltaTime; m_timerText.text = "Time Left: " + time; //m_ScoreText.text = "Your Score: " + PlayerController.score; } if (time <= 0) { m_timerText.text = "GameOver!"; if (PlayerController.ScoreP1 > PlayerController.ScoreP2) { m_ScoreText.text = "Winners Score: " + PlayerController.ScoreP1; } if (PlayerController.ScoreP1 < PlayerController.ScoreP2) { m_ScoreText.text = "Winners Score: " + PlayerController.ScoreP2; } else { m_ScoreText.text = "You Lose"; } } if (isServer) { if (m_gameState == CTF_GameState.GS_WaitingForPlayers && IsNumPlayersReached()) { m_gameState = CTF_GameState.GS_Ready; } } UpdateGameState(); }
//switch to select character screen public void gotochoosescreen() { if (!isServer) { return; } if (netmag.numPlayers >= 2) { m_gamestate = CTF_GameState.Ready; sapwnflag(); } }
// Update is called once per frame void Update() { if (isServer) { if (m_gameState == CTF_GameState.GS_WaitingForPlayers && IsNumPlayersReached()) { m_gameState = CTF_GameState.GS_Ready; } } UpdateGameState(); }
// Update is called once per frame void Update() { if (isServer) { if (m_gameState == CTF_GameState.GS_WaitingForPlayers && IsNumPlayersReached()) { m_gameState = CTF_GameState.GS_Ready; m_players = FindObjectsOfType <StartTheGame> (); } } UpdateGameState(); }
public void UpdateGameState() { if (m_gameState == CTF_GameState.GS_Ready) { //call whatever needs to be called if (isServer) { SpawnFlag(); //change state to ingame m_gameState = CTF_GameState.GS_InGame; } } }
// Update is called once per frame void Update() { if (isServer && m_gameState == CTF_GameState.GS_InGame) { m_gameTime -= Time.deltaTime; if (m_gameTime <= 0.0f) { m_gameState = CTF_GameState.GS_GameOver; } } if (isServer) { if (m_gameState == CTF_GameState.GS_WaitingForPlayers && IsNumPlayersReached()) { m_gameState = CTF_GameState.GS_Ready; } } PlayerController101[] players = GameObject.FindObjectsOfType <PlayerController101>(); for (int x = 0; x < players.Length; x++) { if (players[x].HasFlag()) { if (players[x].playerNum == 1) { ps1Score++; } else if (players[x].playerNum == 2) { ps2Score++; } else if (players[x].playerNum == 3) { ps3Score++; } else if (players[x].playerNum == 4) { ps4Score++; } break; } } UpdateGameState(); HUD.instance.DisplayTimer(m_gameTime); HUD.instance.DisplayScore(psNames, ps1Score, ps2Score, ps3Score, ps4Score); }
public void UpdateGameState() { if (m_gameState == CTF_GameState.GS_Ready) { //call whatever needs to be called if (isServer) { SpawnFlag(); SpawnSpeedPickUp(); SpawnFiringPickUp(); StartCoroutine(StartCountdown()); //change state to ingame m_gameState = CTF_GameState.GS_InGame; } } }
public void UpdateGameState() { if (m_gameState == CTF_GameState.GS_Ready) { int playerReady = 0; //call whatever needs to be called if (isServer) { Debug.Log("Tootal Players: " + m_players.Length); //checks if the all the players are ready for (int i = 0; i < m_players.Length; i++) { if (m_players [i].m_ready) { playerReady++; Debug.Log("Num of players ready: " + playerReady); } } if (playerReady == m_numPlayers) { SpawnFlag(); m_gameState = CTF_GameState.GS_InGame; Timer.m_startTime = true; StartTheGame.m_gameStarted = true; } } } if (m_gameState == CTF_GameState.GS_InGame) { m_ready.text = ""; if (isServer) { Game(); } } if (m_gameState == CTF_GameState.GS_EndGame) { m_ready.text = "Game Over"; } }
//Timer for the powerup spawn void Game() { RpcScore(); for (int i = 0; i < m_players.Length; i++) { if (m_players [i].GetComponent <PlayerController> ().HasFlag()) { m_elapseTime += Time.deltaTime; if (m_elapseTime >= 1) { m_elapseTime = 0; if (i == 0) { player1Score++; } else if (i == 1) { player2Score++; } else { player3Score++; } } } if (m_time.m_timeLeft <= 0) { m_gameState = CTF_GameState.GS_EndGame; } } if (!m_powerOnScreen) { m_powerTimer -= Time.deltaTime; if (m_powerTimer <= 0) { SpawnPower(); m_powerTimer = 10; } } }
// Update is called once per frame void Update() { if (!isServer) { return; } if (m_gamestate == CTF_GameState.WaitingForPlayer) { // m_gamestate = CTF_GameState.Ready; //sapwnflag(); if (netmag.numPlayers != 0) { numofplayeringame = netmag.numPlayers; Rpcchangenumofplayerui(numofplayeringame); RpclobbyUI(); } } if (m_gamestate == CTF_GameState.Ready) { GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); int cindex = 1; for (int a = 0; a < players.Length; a++) { Rpcupdatecolor(players[a], cindex); // a.GetComponent<player>().playercolor = cindex; cindex++; } m_gamestate = CTF_GameState.Ingame; //RpccharacterUI(); RpclobbyUIDisable(); // selectcharacter } if (m_gamestate == CTF_GameState.Ingame) { gametime -= Time.deltaTime; Rpcchangetime(gametime); if (GameObject.FindGameObjectWithTag("item1") == null && spawning == false) { spawning = true; Invoke("respawn", 7); // Rpcrandomgenerateitem(randomposition); } if (gametime <= 0) { GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); int hightestscore = 0; int playernum = 0; string playercolor = ""; foreach (GameObject a in players) { if (a.GetComponent <player>().score > hightestscore) { hightestscore = a.GetComponent <player>().score; playernum = a.GetComponent <player>().playercolor; switch (playernum) { case 1: playercolor = "red"; break; case 2: playercolor = "green"; break; case 3: playercolor = "blue"; break; case 4: playercolor = "yellow"; break; } } } m_gamestate = CTF_GameState.gameend; RpcshowendUI(); RpcwinnerUI(hightestscore, playernum, playercolor); } } }