public void OnLeftRoom() { CurState = RoomStates.None; _playersInRoom.Clear(); LogDebugMessage("We have left the room"); }
private void checkGameState() { if (this.checkWinState(1)) { this.client1.Send(new GameEndPacket(true, new int[4] { 0, 0, 0, 0 })); this.client2.Send(new GameEndPacket(false, new int[4] { 0, 0, 0, 0 })); this.state = RoomStates.END; this.closeRoom(true); } else if (this.checkWinState(2)) { this.client1.Send(new GameEndPacket(false, new int[4] { 0, 0, 0, 0 })); this.client2.Send(new GameEndPacket(true, new int[4] { 0, 0, 0, 0 })); this.state = RoomStates.END; this.closeRoom(true); } }
public ActionResult DeleteConfirmed(int id) { RoomStates roomStates = db.RoomStates.Find(id); db.RoomStates.Remove(roomStates); db.SaveChanges(); return(RedirectToAction("Index")); }
public void LookForQuickGame(int minOpponents, int maxOpponents) { _minOpponents = minOpponents; _maxOpponents = maxOpponents; PlayGamesPlatform.Instance.RealTime.CreateQuickGame(minOpponents, maxOpponents, 0, this); CurState = RoomStates.LookingForGame; }
/// <summary> /// Called when we are told that another player has joined the room /// Adds to the players in room list /// </summary> /// <param name="thePlayer">The player who joined.</param> void OtherPlayerJoinedRoom(MPPlayer thePlayer) { _playersInRoom.Add(thePlayer); thePlayer.ChangeStateTo(UserStates.Connected); if (_playersInRoom.Count >= _minOpponents) { CurState = RoomStates.WaitingForPlayersReady; } }
public ActionResult Edit([Bind(Include = "Id,RoomId,Date,PriceChange,AvaibleRoom")] RoomStates roomStates) { if (ModelState.IsValid) { db.Entry(roomStates).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } ViewBag.RoomId = new SelectList(db.Room, "Id", "RoomType", roomStates.RoomId); return(View(roomStates)); }
void Awake() { GameObject manager = GameObject.FindGameObjectWithTag("GameController"); this.gameManager = manager.GetComponent <GameManager> (); this.scoreManager = manager.GetComponent <ScoreManager> (); this.timeManager = manager.GetComponent <TimeManager> (); this.image = this.GetComponent <Image> (); this.state = RoomStates.OFF; }
/// <summary> /// Called when we are told that another player has left the room. /// Removes the player from the player list /// </summary> /// <param name="thePlayer">The player.</param> void OtherPlayerLeftRoom(MPPlayer thePlayer) { LogDebugMessage("Other player left room"); _playersInRoom.Remove(thePlayer); thePlayer.ChangeStateTo(UserStates.Disconnected); if (_playersInRoom.Count < _minOpponents) { CurState = RoomStates.WaitingForPlayersConnected; } }
private void handleAction(GameClient c, GameActionPacket p) { if (c.Id == this.client1.Id) { //Its client 1 if (this.state == RoomStates.CLIENT1_TURN) { int ySlot = this.getSlot(p.Column); if (ySlot != -1) { this.fieldState[p.Column, ySlot] = 1; GameActionNotifyPacket np = new GameActionNotifyPacket(p.Column); this.client1.Send(np); this.client2.Send(np); this.state = RoomStates.CLIENT2_TURN; this.checkGameState(); } else //Invalid Move! { c.Send(new GameActionNotifyPacket(p.Column, false)); } } else { c.Send(new GameErrorPacket(0x03, "Its not your Turn!")); } } else if (c.Id == this.client2.Id) { if (this.state == RoomStates.CLIENT2_TURN) { int ySlot = this.getSlot(p.Column); if (ySlot != -1) { this.fieldState[p.Column, ySlot] = 2; GameActionNotifyPacket np = new GameActionNotifyPacket(p.Column); this.client1.Send(np); this.client2.Send(np); this.state = RoomStates.CLIENT1_TURN; this.checkGameState(); } else //Invalid Move! { c.Send(new GameActionNotifyPacket(p.Column, false)); } } else { c.Send(new GameErrorPacket(0x03, "Its not your Turn!")); } } }
/// <summary> /// Called when we have joined a game room /// </summary> void JoinedRoomSucessfuly() { LogDebugMessage("Joined room"); _playersInRoom = new List <MPPlayer>(); OurPlayer = new MPPlayer(PlayGamesPlatform.Instance.RealTime.GetSelf()); OurPlayer.PlayerStateChangedEvent += OurUserStateChanged; _playersInRoom.Add(OurPlayer); CurState = RoomStates.WaitingForPlayersConnected; SendMessageToAll(_introductionConst); }
// GET: RoomStates/Details/5 public ActionResult Details(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } RoomStates roomStates = db.RoomStates.Find(id); if (roomStates == null) { return(HttpNotFound()); } return(View(roomStates)); }
// GET: RoomStates/Edit/5 public ActionResult Edit(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } RoomStates roomStates = db.RoomStates.Find(id); if (roomStates == null) { return(HttpNotFound()); } ViewBag.RoomId = new SelectList(db.Room, "Id", "RoomType", roomStates.RoomId); return(View(roomStates)); }
public void setRoomState(RoomStates state) { switch (state) { case RoomStates.HavePlayer: ButtonText.text = "加入游戏"; roomstates = state; break; case RoomStates.NoPlayer: roomstates = state; ButtonText.text = "开始游戏"; break; } }
void DeactivateState() { if (this.state == RoomStates.CRIME) { this.gameManager.criminalCount--; } if (this.state != RoomStates.OFF) { gameManager.lightsCount--; } // Reset room to default state image.color = Color.white; roomDescription = defaultRoomDescription; this.state = RoomStates.OFF; }
public DataStore() { activeConditions = new Dictionary<string, Condition> (); increasingConditions = new List<string> (); roomStates = IOManager.LoadRoomStates (); playerState = IOManager.LoadPlayerState (); worldState = IOManager.LoadWorldState (); worldConstants = IOManager.LoadWorldConstants (); WorldClock.SetDate (worldState.clock); WeatherSystem.SetWeather (worldState.weather); foreach(Condition c in playerState.conditions.Values) { DataStore.AddCondition (c); } }
public void ActivateState(float invokeMin, float invokeMax, RoomDescription description) { if (description.isCrime) { this.state = RoomStates.CRIME; } else { this.state = RoomStates.NORMAL; } this.roomDescription = description; // TODO: change the sprite this.image.color = Color.yellow; Invoke("DeactivateStateAuto", Random.Range(invokeMin, invokeMax)); }
public GameRoom(GameServerRunner server, int roomId, GameClient c1) { this.server = server; for (int x = 0; x < 7; x++) { for (int y = 0; y < 6; y++) { fieldState[x, y] = 0; } } this.client1 = c1; this.roomId = roomId; c1.RoomId = roomId; Console.WriteLine("New Gameroom Created! Player 1: " + c1.Name); //Room Sends Connect Ack c1.Send(new ConnectAckPacket(0, c1.Id, roomId)); this.client2 = null; this.state = RoomStates.WAITING; c1.setIngame(this.roomId); }
public void AddRow() { if (RoomStates.Count() > 0) { if (RoomStates[RoomStates.Count() - 1].Name == null && RoomStates[RoomStates.Count() - 1].Color == null) { new MessageWindow(thiswindow, "有空行还未填写").ShowDialog(); return; } else if (RoomStates[RoomStates.Count() - 1].Name == null) { new MessageWindow(thiswindow, "房间状态不能为空").ShowDialog(); return; } } RoomStateModel rt = new RoomStateModel() { StateID = Guid.NewGuid(), Color = "默认(灰色)" }; RoomStates.Add(rt); }
public void UpdateData() { if (RoomStates[RoomStates.Count() - 1].Name == null && RoomStates[RoomStates.Count() - 1].Color == null) { new MessageWindow(thiswindow, "有空行还未填写").ShowDialog(); return; } else if (RoomStates[RoomStates.Count() - 1].Name == null) { new MessageWindow(thiswindow, "房间状态不能为空").ShowDialog(); return; } Guid[] names = new Guid[GetRoomStates.Count()]; for (int i = 0; i < GetRoomStates.Count(); i++) { names[i] = GetRoomStates[i].StateID; } using (RetailContext context = new RetailContext()) { foreach (RoomStateModel rs in RoomStates) { if (names.Contains(rs.StateID)) { string sql = string.Format("update RoomStates set Name = '{0}',Color = '{1}' where UPPER(HEX([StateID]))='{2}'", rs.Name, rs.Color, rs.StateID.ConvertGuid()); context.Database.ExecuteSqlCommand(sql); } else { context.RoomStates.Add(rs); } } context.SaveChanges(); } LoadData(); }
public void LoadData() { GetRoomStates = new ObservableCollection <RoomStateModel>(); using (RetailContext context = new RetailContext()) { var rmtypes = context.RoomStates.ToList(); foreach (RoomStateModel rt in rmtypes) { GetRoomStates.Add(rt); } } if (RoomStates != null) { RoomStates.Clear(); } else { RoomStates = new ObservableCollection <RoomStateModel>(); } foreach (RoomStateModel rs in GetRoomStates) { RoomStates.Add(rs); } }
/// <summary> /// Called when all players are ready and the game has started /// </summary> void GameStarted() { OurPlayer.ChangeStateTo(UserStates.Playing); CurState = RoomStates.GameInProgress; }
private void emitGameBegin() { this.client1.Send(new GameReadyPacket(this.client2.Name, true)); this.client2.Send(new GameReadyPacket(this.client1.Name, false)); this.state = RoomStates.CLIENT1_TURN; }