void Update() { if (isServer && votes.Count >= NetworkServer.connections.Count) { int selection = votes.Pick(); votes.Clear(); RpcSelectDecision(selection); } }
void Start() { if (isServer) { GamePaused = true; size.Clear(); score.Clear(); if (size.Count != teams.Length) { for (int i = 0; i < teams.Length; i++) { size.Add(0); score.Add(0); } } //Debug.Log("GameManger: " + size.Count); } //start the timer here when the server starts //Run on both the client and server, updated once when the player actually connects CurrentGameTime = MaxGameTime; for (int i = 0; i < teams.Length; i++) { ui.OnTeamSizeChanged(i); } for (int i = 0; i < teams.Length; i++) { ui.OnTeamScoreChanged(i); } }
public void add() { int _number = Convert.ToInt32(input.text); Debug.Log("input = " + _number.ToString()); if (_numberNumbers < 2) // Zahl hinzufügen { SyncListNmb.Add(_number); _numberNumbers++; } Debug.Log("have " + _numberNumbers + " numbers"); if (isServer) { Numbers nmb = (Numbers)NumbersObject.GetComponent("Numbers"); // NumbersObject spawnen nmb._playerNumbers = SyncListNmb; NetworkServer.Spawn(NumbersObject); } if (_numberNumbers == 2) // wenn 2 Zahlen vorhanden sind, wird das Ergebnis berechnet und das 'array' zurückgesetzt { _numberNumbers = 0; this.CmdCalculate(); SyncListNmb.Clear(); } }
void CmdAddNumber(int nmb) { if (!isServer) { return; } if (_numberNumbers < 2) { SyncListNmb.Add(nmb); _numberNumbers++; } Debug.Log("have " + _numberNumbers + " numbers"); Numbers nmbrs = (Numbers)NumbersObject.GetComponent("Numbers"); nmbrs._playerNumbers = SyncListNmb; NetworkServer.Spawn(NumbersObject); if (_numberNumbers == 2) { _numberNumbers = 0; this.CmdCalculate(); SyncListNmb.Clear(); } }
private void Cmd_InitSelectedCards() { SelectedCards.Clear(); for (int i = 0; i < 4; i++) { SelectedCards.Add(-1); } }
public void ResetScores() { scores.Clear(); for (int i = 0; i < 4; i++) { scores.Add(0); } }
private void SetupQuestIds() { if (!IsServer) { return; } questIds.Clear(); FindQuestFromDialog(startDialog); }
void Die() { //Return to neutral if (ID != -1) { SpawnQueue.Clear(); Health = 100; ID = -1; return; } //Give ownership to attacker else { SpawnQueue.Clear(); Health = 100; ID = AttackerID; return; } }
public void PrepararInicioCorrida() { tempoVoltas.Clear(); concentracaoLista.Clear(); tempoText.text = FormatarTempoCorrida(0); melhorTempoText.text = FormatarTempoCorrida(0); AlterarExibicaoPremio(false); voltas = 0; controladorJogo.AlterarExibicaoVencedor(false); }
public void ServerChangeOccupation(Occupation occupation, bool grantDefaultAccess = true, bool clear = true) { if (clear) { accessSyncList.Clear(); } if (grantDefaultAccess) { ServerAddAccess(occupation.AllowedAccess); } jobType = occupation.JobType; }
void DeleteRooms() { if (!isServer) { return; } dungeonX.Clear(); dungeonY.Clear(); foreach (var item in rooms) { NetworkServer.Destroy(item); } rooms.Clear(); }
public override void OnStartServer() { _stocks.Clear(); IsActive = true; foreach (var player in PlayerManager.Instance.MatchPlayers) { _stocks.Add(-1); player.Changed += () => { if (player.Type.IsActive && _stocks[player.ID] < 0) { _stocks[player.ID] = stock; } }; } }
public void SetSkillLevel(int s, int[] digits) { skillLevel = s; filledNum = 0; // Set board data boardData.Clear(); for (int i = 0; i < widths[skillLevel] * widths[skillLevel]; i++) { boardData.Add(digits[i]); if (digits[i] > 50) { filledNum++; } } }
public void ResetStatus() { finished = false; now_player = 1; status.Clear(); for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { status.Add(0); } } if (isClient) { CmdReset(); } }
private IEnumerator GetQuestionNrAsync() { var countTask = ParseObject.GetQuery("Quiz").CountAsync(); while (!countTask.IsCompleted) { yield return(null); } int anz = countTask.Result; int [] questions = new int[anz < 15 ? anz : 15]; FillWithRandomUniqueNumbers(questions, anz); if (questionsSynced.Count > 0) { questionsSynced.Clear(); } for (int i = 0; i < questions.Length; i++) { questionsSynced.Add(questions[i]); } }
//黑天状态 private void OnDayOff() { //关闭制币机 foreach (var item in makeCoin) { item.GetComponent<MakeCoin>().Rest(false);//重置 } //人物状态改变 foreach (var item in player) { item.isDay = false; item.RpcPopMessage("黑夜来临,你有20秒时间进行投票"); } //投票系统初始化 for (int i = 0; i <voteNum.Length; i++) { voteNum[i] = 0; } voteCount = 0; vote.Clear(); StartCoroutine(Result()); }
/// <summary> /// Finds nearby water tile to set as spawn tile and initializes port market /// </summary> public void InitializePort() { foreach (HexCoordinate hc in GetComponentInParent <HexTile>().Directions) { HexTile neighbor = GetComponentInParent <HexTile>().GetNeighbor(hc); if (neighbor && neighbor.IsWater) { SpawnTile = GetComponentInParent <HexTile>().GetNeighbor(hc); break; } } Market = new Cargo(Random.Range(0, 500), Random.Range(0, 500), Random.Range(0, 500), Random.Range(0, 500), Random.Range(0, 500)); PortGold = Random.Range(5000, 20000); PortPrices.Clear(); for (var i = 0; i < 5; i++) { PortPrices.Add(DefaultPortPrices[i] + Random.Range(-PortPriceMods[i], PortPriceMods[i])); } }
public void OnCollisionEnter(Collision collision) { int result1; if (collision.gameObject.tag == "Player" && collision.gameObject.GetComponent <PlayerMovementScript>().isAlive&& this.GetComponent <PlayerMovementScript>().isAlive) { // FIGHT! List <int> CurrentHand = new List <int>(); string[,] CurrentHandInString = new string[5, 2]; //change to poker game format //collision.gameObject.GetComponent<PokerGame>().PlayScore(); foreach (int element in iList) { CurrentHand.Add(element); } int i = 0; foreach (int element in CurrentHand) { CurrentHandInString[i, 0] = NumToSuitsAndNumber(element)[0]; CurrentHandInString[i, 1] = NumToSuitsAndNumber(element)[1]; i++; } Debug.Log("both player's card is" + collision.gameObject.GetComponent <PlayerCard>().BuildList()); Debug.Log("both handscore is" + HandScore); result1 = GameObject.Find("TimerAndSound").GetComponent <PokerGame>().CompareHands(CurrentHandInString, collision.gameObject.GetComponent <PlayerCard>().HandInString(collision.gameObject.GetComponent <PlayerCard>().iList)); if (result1 == 0) { if (isLocalPlayer) { Debug.Log("You Win!"); WinSign.text = "WayToGo!"; //System.Threading.Thread.Sleep(3); //WinSign.text = ""; } } else if (result1 == 1) { //removing its renderer in server RpcRemoveRender(); /* * Renderer[] renderes = this.GetComponentsInChildren<Renderer>(); * * foreach (Renderer ren in renderes) * { * ren.enabled = false; * //this part is should be on islocalplayer * } */ //NetworkServer.Destroy(this.gameObject); if (isLocalPlayer) //if you loose, then set it { LooseSign.text = "You Lost All Money"; CmdKill(); foreach (int element in iList) { CmdDropACards(element); } iList.Clear(); } } /* * * * * * if (isLocalPlayer) * * * {//승패시 결과 처리 부분 * * if (result1 == 0) * { * //ThisCanvas. * Debug.Log("You Win!"); * WinSign.text = "WayToGo!"; * * * } * else * { * Debug.Log("You lost!"); * LooseSign.text = "You Lost All Money"; * this.GetComponent<PlayerMovementScript>().isAlive = false; * //this.GetComponent<MeshRenderer>().enabled = false; * //this.GetComponent<Collider>().enabled = false; * foreach (int element in iList) * { * CmdDropACards(element); * } * * * //iList.Clear(); * * //Rpcannounce(); //이렇게 하면 렌더링 초기화가 안됌 * Renderer[] renderes = GetComponentsInChildren<Renderer>(); * foreach (Renderer ren in renderes) * { * ren.enabled = false; * * * } * * * * * * * } * * * }*/ } }
public void clearActive() { activePlayers.Clear(); numActive = 0; }
public void ClearScoreList() { scoreList.Clear(); }