private void DisplayChoice(GameChoices choice) { if (choice == GameChoices.Fire) { GameImages.DrawFire(10, 10); } }
private void DisplayChoice(GameChoices choice) { if (choice == GameChoices.Scissors) { GameImages.DrawScissors(10, 10); } }
public void SetChoices(GameChoices gameChoices) { SetOpponentChoice(); switch (gameChoices) { case GameChoices.BRACE: playerChoice_Img.sprite = brace_Sprite; player_Choice = GameChoices.BRACE; break; case GameChoices.RELOAD: playerChoice_Img.sprite = reload_Sprite; player_Choice = GameChoices.RELOAD; ammo.ammo++; break; case GameChoices.FIRE: playerChoice_Img.sprite = fire_Sprite; ammo.ammo--; player_Choice = GameChoices.FIRE; break; } DetermineOutcome(); }
public void GetChoice() { string choiceName = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name; print("Player Selected: " + choiceName); GameChoices selectedChoice = GameChoices.NONE; switch (choiceName) { case "Brace": selectedChoice = GameChoices.BRACE; break; case "Reload": selectedChoice = GameChoices.RELOAD; break; case "Fire": selectedChoice = GameChoices.FIRE; animationController.playerShipFireAnimation(); break; } gameplayController.SetChoices(selectedChoice); animationController.PlayerMadeChoice(); StartCoroutine(RestartAnimation()); }
public Player(string name, GamePlayers PlayerType) { this.Name = name; this.PlayerType = PlayerType; Score = 0; Choice = GameChoices.None; }
public void GetChoice() { string choiceName = UnityEngine.EventSystems. EventSystem.current.currentSelectedGameObject.name; GameChoices selectedChoice = GameChoices.NONE; switch (choiceName) { case "Sword": selectedChoice = GameChoices.SWORD; break; case "Shield": selectedChoice = GameChoices.SHIELD; break; case "Spell": selectedChoice = GameChoices.SPELL; break; } gameplayController.SetChoices(selectedChoice); animationController.removeButtons(); //animationController.showButtons(); }
public void SetChoices(GameChoices gameChoices) { switch (gameChoices) { case GameChoices.ROCK: playerChoice_Img.sprite = rock_Sprite; player_Choice = GameChoices.ROCK; break; case GameChoices.PAPER: playerChoice_Img.sprite = paper_Sprite; player_Choice = GameChoices.PAPER; break; case GameChoices.SCISSORS: playerChoice_Img.sprite = scissors_Sprite; player_Choice = GameChoices.SCISSORS; break; } SetOpponentChoice(); DetermineWinner(); }
public void SetChoices(GameChoices gameChoices) { switch (gameChoices) { case GameChoices.SWORD: CarlChoice = GameChoices.SWORD; CarlChoice_Img.sprite = sword_sprite; // Set Img.sprite to sword sprite break; case GameChoices.SHIELD: CarlChoice = GameChoices.SHIELD; CarlChoice_Img.sprite = shield_sprite; break; case GameChoices.SPELL: CarlChoice = GameChoices.SPELL; CarlChoice_Img.sprite = spell_sprite; break; } setGregChoice(); DetermineWinner(); }
public void GetChoice() { string choiceName = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name; print("Player selected: " + choiceName); GameChoices selectedChoice = GameChoices.NONE; switch (choiceName) { case "Rock": selectedChoice = GameChoices.ROCK; break; case "Paper": selectedChoice = GameChoices.PAPER; break; case "Scissors": selectedChoice = GameChoices.SCISSORS; break; } gameplayController.SetChoices(selectedChoice); animationController.PlayerMadeChoice(); }
private void SetChoice(GameChoices gameChoices, ref GameChoices playerChoice) { switch (gameChoices) { case GameChoices.ROCK: playerChoice = GameChoices.ROCK; break; case GameChoices.PAPER: playerChoice = GameChoices.PAPER; break; case GameChoices.SCISSORS: playerChoice = GameChoices.SCISSORS; break; } }
private GameChoices SelectedChoice() { GameChoices selectedChoice = GameChoices.NONE; switch (_inputController._choiceName) { case "Rock": selectedChoice = GameChoices.ROCK; break; case "Paper": selectedChoice = GameChoices.PAPER; break; case "Scissors": selectedChoice = GameChoices.SCISSORS; break; } return(selectedChoice); }
//* Idk, but maybe this is where choices are set. */ public void SetChoices(GameChoices gameChoices) { switch (gameChoices) { case GameChoices.ROCK: /* //! In this case, an image is switched out to represent the player's ! choice. */ playerChoice_Img.sprite = rock_Sprite; player_Choice = GameChoices.ROCK; break; case GameChoices.PAPER: playerChoice_Img.sprite = paper_Sprite; player_Choice = GameChoices.PAPER; break; case GameChoices.SCISSORS: playerChoice_Img.sprite = scissors_Sprite; player_Choice = GameChoices.SCISSORS; break; } // switch / case SetOpponentChoice(); DetermineWinner(); }
public void SetChoicePlayerTwo(GameChoices gameChoices) { SetChoice(gameChoices, ref _playerTwoChoice); CheckForWin(); }
public void SetChoicePlayerOne(GameChoices gameChoices) { SetChoice(gameChoices, ref _playerOneChoice); }
private void DisplayChoice(GameChoices choice) { throw new NotImplementedException(); }
public void SetChoices(GameChoices gameChoices) { switch (gameChoices) { case GameChoices.ROCK: playerChoice_Img.sprite = rock_Sprite; player_Choice = GameChoices.ROCK; break; case GameChoices.PAPER: playerChoice_Img.sprite = paper_Sprite; player_Choice = GameChoices.PAPER; break; case GameChoices.SCISSORS: playerChoice_Img.sprite = scissors_Sprite; player_Choice = GameChoices.SCISSORS; break; } { SetrakipChoice(); DetermineWinner(); void SetrakipChoice() { int rnd = Random.Range(0, 3); switch (rnd) { case 0: rakipChoice = GameChoices.ROCK; rakipChoice_Img.sprite = rock_Sprite; break; case 1: rakipChoice = GameChoices.PAPER; rakipChoice_Img.sprite = paper_Sprite; break; case 2: rakipChoice = GameChoices.SCISSORS; rakipChoice_Img.sprite = scissors_Sprite; break; } } void DetermineWinner() { if (player_Choice == rakipChoice) { infoText.text = "It's a draw!"; StartCoroutine(DisplayWinnerAndRestrat()); return; } if (player_Choice == GameChoices.PAPER && rakipChoice == GameChoices.ROCK) { //player won infoText.text = "You Win!"; StartCoroutine(DisplayWinnerAndRestrat()); return; } if (rakipChoice == GameChoices.PAPER && player_Choice == GameChoices.ROCK) { //rakip won infoText.text = "You Lose!"; StartCoroutine(DisplayWinnerAndRestrat()); return; } if (player_Choice == GameChoices.ROCK && rakipChoice == GameChoices.SCISSORS) { //player won infoText.text = "You Win!"; StartCoroutine(DisplayWinnerAndRestrat()); return; } if (rakipChoice == GameChoices.ROCK && player_Choice == GameChoices.SCISSORS) { //rakip won infoText.text = "You Lose!"; StartCoroutine(DisplayWinnerAndRestrat()); return; } if (player_Choice == GameChoices.SCISSORS && rakipChoice == GameChoices.PAPER) { //player won infoText.text = "You Win!"; StartCoroutine(DisplayWinnerAndRestrat()); return; } if (rakipChoice == GameChoices.SCISSORS && player_Choice == GameChoices.PAPER) { //rakip won infoText.text = "You Lose!"; StartCoroutine(DisplayWinnerAndRestrat()); return; } } IEnumerator DisplayWinnerAndRestrat() { yield return(new WaitForSeconds(2f)); infoText.gameObject.SetActive(true); yield return(new WaitForSeconds(2f)); infoText.gameObject.SetActive(false); AnimationController.ResetAnimations(); } } }