public void OnGameEnded(EndStatus status, Position[] winningPositions)
 {
     foreach (var item in winningPositions)
     {
         var boardItem = Items.Single(i => i.X == item.X && i.Y == item.Y);
         boardItem.WinningPosition = true;
     }
     IsGameRunning = false;
 }
 public void OnGameEnded(EndStatus status, Position[] winningPositions)
 {
     Do(() =>
     {
         Out("GAME OVER!!!!!");
         System.Console.Read();
         this.mre.Set();
     });
 }
Esempio n. 3
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        private void EndStatus(EndStatus status)
        {
            switch (status)
            {
            case Ring.EndStatus.Win:
                _winPanel.SetActive(true);
                _losePanel.SetActive(false);
                break;

            case Ring.EndStatus.Lose:
                _winPanel.SetActive(false);
                _losePanel.SetActive(true);
                break;
            }
        }
Esempio n. 4
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 public void RPC_Win(int teamId)
 {
     if (Player.Player.LocalPlayer.Team != null)
     {
         int myTeam = Player.Player.LocalPlayer.Team.TeamId;
         if (teamId == -1)
         {
             endStatus = EndStatus.Draw;
         }
         else if (teamId == myTeam)
         {
             endStatus = EndStatus.Won;
         }
         else
         {
             endStatus = EndStatus.Lost;
         }
     }
 }
Esempio n. 5
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 public void Initialize(SerializeData.Scene serializeData)
 {
     count     = 0;
     endStatus = EndStatus.NEXT;
     data      = serializeData;
 }
 public void OnGameEnded(EndStatus status, Position[] winningPositions)
 {
     EndStatus = status;
 }
Esempio n. 7
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 public void OnGameEnded(EndStatus status, Position[] winningPositions)
 {
     WinningPositions = winningPositions;
     EndStatus        = status;
     StateChanged(this, EventArgs.Empty);
 }
Esempio n. 8
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 public void Initialize(SerializeData.Scene serializeData)
 {
     count = 0;
     endStatus = EndStatus.NEXT;
         data = serializeData;
 }