Esempio n. 1
0
    /// <summary>
    /// Shows a message for the goal
    /// </summary>
    /// <param name="endZoneType">The end zone that was</param>
    /// <returns></returns>
    private IEnumerator ShowGoalMessageAndHandleGoal(Player.PlayerType scoringPlayer)
    {
        // TODO: Increase the correct player's score

        // Update score
        UI.Instance.UpdatePlayersScores(_leftPlayerScore, _rightPlayerScore);


        // Show message / Handle game victory
        // TODO: Handle victory condition (_scoreToWin)
        bool isGameOver = false;

        if (isGameOver)
        {
            // TODO: Show message which player has won
            // TODO: Wait 3 seconds before starting a new game
            StartNewGame();
        }
        else
        {
            // TODO: Show message which player has scored
            // TODO: Wait 3 seconds before starting a new match
            StartCoroutine(StartNewMatch());
        }

        // TODO: Remove this "Yield break" after you've implemented the above
        yield break;
    }
Esempio n. 2
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    protected override void SingletonAwake()
    {
#if UNITY_ANDROID
        playerTypeToSpawn = Player.PlayerType.vr;
#elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
        playerTypeToSpawn = Player.PlayerType.flat;
#endif

        Player playerOnScene = FindObjectOfType <Player>();
        if (playerOnScene)
        {
            player = playerOnScene;
        }
        else
        {
            GameObject playerToSpawn = null;
            switch (playerTypeToSpawn)
            {
            case Player.PlayerType.flat:
                playerToSpawn = flatPlayerPrefab;
                break;

            case Player.PlayerType.vr:
                playerToSpawn = vrPlayerPrefab;
                break;
            }
            player = Instantiate(playerToSpawn).GetComponentInChildren <Player>();
        }
    }
        public static Player add(Player.PlayerType playerName)
        {
            Player player = new Player(playerName, 0, 3);

            SLink.addToFront(ref playerList, player);
            return(player);
        }
Esempio n. 4
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    //used for the Distance UI
    public bool CheckIfCharVisible(Player.PlayerType type)
    {
        //temp position
        Vector3 viewPos = Vector3.zero;

        switch (type)
        {
        //if type is Player we get the Viewport Point of the Player game object
        case Player.PlayerType.Player:
            viewPos = Camera.main.WorldToViewportPoint(GameManager.Instance.Player.transform.position);

            break;

        // else we get the Viewport Point from the Enemy
        case Player.PlayerType.Enemy:
            viewPos = Camera.main.WorldToViewportPoint(GameManager.Instance.Enemy.transform.position);

            break;
        }
        //if object in view return true else return false
        if (viewPos.x >= 0 && viewPos.x <= 1 && viewPos.y >= 0 && viewPos.y <= 1 && viewPos.z > 0)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
Esempio n. 5
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        public void GetPlayersBoardProperty(string playersName, Player.PlayerType playerType)
        {
            Player _player = new Player(new GameSettings(), playersName, playerType);

            _player.TypeOfPlayer = Player.PlayerType.Human;

            Assert.False(_player.PlayersBoard == null);
        }
Esempio n. 6
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        public void SetNameProperty(string playersName, Player.PlayerType playerType)
        {
            Player _player = new Player(new GameSettings(), string.Empty, playerType);

            _player.Name = playersName;

            Assert.True(_player.Name == playersName);
        }
Esempio n. 7
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    /// <param name="endZoneType">The end zone that was</param>
    /// <returns></returns>
    private IEnumerator ShowGoalMessageAndHandleGoal(Player.PlayerType scoringPlayer)
    {
        bool isLeft = scoringPlayer == Player.PlayerType.Left;

        if (isLeft)
        {
            _leftPlayerScore++;
        }
        else
        {
            _rightPlayerScore++;
        }

        UI.Instance.UpdatePlayersScores(_leftPlayerScore, _rightPlayerScore);



        bool isGameOver = _rightPlayerScore > 2 || _leftPlayerScore > 2;

        if (isGameOver)
        {
            if (isLeft)
            {
                UI.Instance.ChangeMainMessage("Right Player has Won!");
            }
            else
            {
                UI.Instance.ChangeMainMessage("Left Player has Won!");
            }

            yield return(new WaitForSeconds(3));

            UI.Instance.UpdatePlayersScores(0, 0);
            StartNewGame();
        }
        else
        {
            if (isLeft)
            {
                UI.Instance.ChangeMainMessage("Right Player has Scored!");
            }
            else
            {
                UI.Instance.ChangeMainMessage("Left Player has Scored!");
            }
            yield return(new WaitForSeconds(3));

            StartCoroutine(StartNewMatch());
        }
    }
    //used for updating health depending on the char type
    public void UpdateCharHeath(Player.PlayerType type, float curHealth, float maxHealth)
    {
        switch (type)
        {
        case Player.PlayerType.Player:
            m_PlayerHealthImage.fillAmount = curHealth / maxHealth;

            break;

        case Player.PlayerType.Enemy:
            m_EnemyHealthImage.fillAmount = curHealth / maxHealth;

            break;

        default:
            break;
        }
    }
        public ResultMessageForm(MainForm frm, Player.PlayerType type)
        {
            this.frm = frm;
            InitializeComponent();

            if (type == Player.PlayerType.Player)
            {
                pictureBox.Image = Properties.Resources.won;
                label.Text       = "You Won!";
                label.ForeColor  = Color.DodgerBlue;
            }

            else
            {
                pictureBox.Image = Properties.Resources.lost;
                label.Text       = "You Lost!";
                label.ForeColor  = Color.Firebrick;
            }
        }
Esempio n. 10
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        public void UpdateShipDestroyed(Player.PlayerType type, Ship s)
        {
            Square[] squares = s.Squares;

            for (int i = 0; i < squares.Length; i++)
            {
                switch (type)
                {
                case Player.PlayerType.Player:
                    computerGraphicBoard[squares[i].I, squares[i].J].ShipDestroyed();
                    break;

                case Player.PlayerType.Computer:
                    playerGraphicBoard[squares[i].I, squares[i].J].ShipDestroyed();
                    GetShipsBoxByShip(s).Lock();
                    break;
                }
            }
        }
Esempio n. 11
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 //updates health depending on player type
 public void UpdateCharHealth(Player.PlayerType type, float curHealth, float maxHealth)
 {
     m_InGamePanelComponent.UpdateCharHeath(type, curHealth, maxHealth);
 }
Esempio n. 12
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 public ChoiceHandler(Player.PlayerType playerType)
 {
     PlayerType = playerType;
 }
Esempio n. 13
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        public void PlayerConstructorDefaultName(string playersName, Player.PlayerType playerType)
        {
            Player _player = new Player(new GameSettings(), playersName, playerType);

            Assert.True(_player.Name == Player.DefaultPlayersName && _player.TypeOfPlayer == playerType);
        }
Esempio n. 14
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        public void PlayerConstructor(string playersName, Player.PlayerType playerType, string expectedName)
        {
            Player _player = new Player(new GameSettings(), playersName, playerType);

            Assert.True(_player.Name == expectedName && _player.TypeOfPlayer == playerType);
        }
Esempio n. 15
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 public void setPlayerName(Player.PlayerType mPlayerTypr)
 {
     this.playerType = mPlayerTypr;
 }
Esempio n. 16
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 public void SetPlayerType(Player.PlayerType type)
 {
     playerType = type;
 }