// 5) Prefab communicated to the server private void OnPrefabResponse(NetworkMessage netMsg) { MsgTypes.PlayerPrefabMsg msg = netMsg.ReadMessage <MsgTypes.PlayerPrefabMsg>(); playerPrefab = spawnPrefabs[msg.prefabIndex]; Player.PlayerColor playerColor = (Player.PlayerColor)msg.prefabIndex; Vector3 playerPosition = StaticGridManager.GetSingleton().GetPlayerSpawnPosition(playerColor); GameObject player = (GameObject)Instantiate(playerPrefab, playerPosition, Quaternion.identity); player.GetComponent <Player>().color = playerColor; NetworkServer.AddPlayerForConnection(netMsg.conn, player, msg.controllerId); }
public void mix(Player.PlayerColor other) { if (lastVisitedPlayer == null) { return; } Player.PlayerColor color = lastVisitedPlayer.color; int mix = (int)color + (int)other; Player.MixColor mixColor = (Player.MixColor)mix; gameObject.GetComponent <Light>().color = lastVisitedPlayer.getColor(mixColor); breakIntensity = false; }
public Player GetPlayer(Player.PlayerColor playerColor) { foreach (GameObject gameObject in playerGameObjects) { Player player = gameObject.GetComponent <Player>(); if (player.color == playerColor) { return(player); } } return(null); }
public void GameOver(Player.PlayerColor color) { PrintCellGrid(); gameOver = true; if (color == Player.PlayerColor.BLUE) { //Console.WriteLine("Blue player won!"); } else { //Console.WriteLine("Red player won!"); } }
public static bool TurnMatchesColor(Player.PlayerColor color, Cell.CellState state) { if (color == Player.PlayerColor.BLUE && state == Cell.CellState.BLUE) { return(true); } if (color == Player.PlayerColor.RED && state == Cell.CellState.RED) { return(true); } return(false); }
/// <summary> /// Get the image of a player /// </summary> /// <param name="playerColor"></param> /// <returns></returns> public static Image GetImage(this Player.PlayerColor playerColor) { switch (playerColor) { case Player.PlayerColor.Purple: return(Properties.Resources.PlayerPurple); case Player.PlayerColor.Yellow: return(Properties.Resources.PlayerYellow); case Player.PlayerColor.Green: return(Properties.Resources.PlayerGreen); case Player.PlayerColor.Red: return(Properties.Resources.PlayerRed); case Player.PlayerColor.Blue: return(Properties.Resources.PlayerBlue); } return(Properties.Resources.Center); }
/// <summary> /// Get the color of a player /// </summary> /// <param name="playerColor"></param> /// <returns></returns> public static Color GetColor(this Player.PlayerColor playerColor) { switch (playerColor) { case Player.PlayerColor.Purple: return(Color.FromArgb(159, 0, 181)); case Player.PlayerColor.Yellow: return(Color.FromArgb(255, 200, 0)); case Player.PlayerColor.Green: return(Color.FromArgb(0, 137, 0)); case Player.PlayerColor.Red: return(Color.FromArgb(244, 27, 0)); case Player.PlayerColor.Blue: return(Color.FromArgb(25, 0, 162)); } return(Color.Black); }
/// <summary> /// Get the default name of a player color /// </summary> /// <param name="playerColor"></param> /// <returns></returns> public static string GetDefaultName(this Player.PlayerColor playerColor) { switch (playerColor) { case Player.PlayerColor.Purple: return("Beerus"); case Player.PlayerColor.Yellow: return("SpaceCore"); case Player.PlayerColor.Green: return("Cayde"); case Player.PlayerColor.Red: return("Deadpool"); case Player.PlayerColor.Blue: return("Stitch"); } return("Player"); }
public Vector3 GetPlayerSpawnPosition(Player.PlayerColor playerColor) { Vector3Int cellPosition = Vector3Int.zero; switch (playerColor) { case Player.PlayerColor.white: { cellPosition = topLeftSpawnTile; break; } case Player.PlayerColor.black: { cellPosition = bottomRightSpawnTile; break; } case Player.PlayerColor.red: { cellPosition = bottomLeftSpawnTile; break; } case Player.PlayerColor.blue: { cellPosition = topRightSpawnTile; break; } default: { break; } } return(nonCollidableGroundTilemap.GetCellCenterWorld(cellPosition)); }
public void MakeTurn(Player.PlayerColor color, CellState state) { if (CellAlive(state)) { if (!game.sacrifice) { cellState = CellState.DEAD; game.finishedMove = true; } else if (Game.TurnMatchesColor(color, state)) { cellState = CellState.DEAD; if (!game.newCell.halfEmpty) { game.newCell.halfEmpty = true; } else { game.newCell.cellState = state; game.newCell.halfEmpty = false; game.sacrifice = false; game.finishedMove = true; } } } else { if (!game.sacrifice) { if (game.currentPlayer.playerColor == Player.PlayerColor.BLUE) { cellState = CellState.BORN_BLUE; } else { cellState = CellState.BORN_READ; } game.newCell = this; game.sacrifice = true; } else { if ((cellState == CellState.BORN_READ || cellState == CellState.BORN_BLUE) && !halfEmpty) { cellState = CellState.DEAD; game.sacrifice = false; } else if (cellState == CellState.DEAD && !game.newCell.halfEmpty) { game.newCell.cellState = CellState.DEAD; game.newCell = this; if (game.currentPlayer.playerColor == Player.PlayerColor.BLUE) { cellState = CellState.BORN_BLUE; } else { cellState = CellState.BORN_READ; } } } } }
//Constructor public Player(Player.PlayerColor _color, string _playerName) { color = _color; playerName = _playerName; }
// Update chosen color public void SetColor(UISelect select) { color = (Player.PlayerColor)select.value; }