Esempio n. 1
0
    void Update()
    {
        switch (_state)
        {
        case State.WaitingForMove:
            if (playerA.hasSelectedCard() && playerB.hasSelectedCard())
            {
                _state           = State.Ready;
                delay            = DELAY_TILL_REVEAL;
                playerACardIndex = playerA.getSelectedCard(playerB);
                playerBCardIndex = playerB.getSelectedCard(playerA);
                string debugString = "Server: "
                                     + string.Format("Player {0} picked {1} (index {2}). ", playerA.AgentName, playerA.CardAt(playerACardIndex), playerACardIndex)
                                     + string.Format("Player {0} picked {1} (index {2}). ", playerB.AgentName, playerB.CardAt(playerBCardIndex), playerBCardIndex);
                Debug.Log(debugString);
            }
            break;

        case State.Ready:
            delay -= Time.deltaTime;
            if (delay <= 0.0f)
            {
                _state = State.TurnComplete;
            }
            break;

        case State.TurnComplete:
            PlayGameAndSendResults(playerACardIndex, playerBCardIndex);
            MatchManager.EndMatch(this);
            Destroy(this.gameObject);
            break;
        }
    }
Esempio n. 2
0
 public virtual void CreateHand()
 {
     ClearHand();
     for (int i = 0; i < player.CardCount(); ++i)
     {
         CardVisual c = Instantiate <CardVisual>(cardPrefab);
         c.transform.SetParent(this.transform, false);
         c.transform.SetSiblingIndex(i);
         c.card     = player.CardAt(i);
         c.isHidden = isHidden;
         cardVisuals.Add(c);
     }
     lastHandCount = cardVisuals.Count;
 }