private void DisplayStateText(TurnManager.State currentState) { switch (currentState) { case TurnManager.State.AIPickForPlayer: logText.text = "AI is picking a chess for you"; break; case TurnManager.State.PlayerMove: logText.text = "Please play your move"; break; case TurnManager.State.PlayerPickForAI: logText.text = "Please pick a chess for your opponent"; break; case TurnManager.State.AIMove: logText.text = "AI is playing a move"; break; default: throw new ArgumentOutOfRangeException(nameof(currentState), currentState, null); } }
public void PassTurnToNextPlayer() { var waitingPassTurn = TurnManager.Get().PassTurn(); waitingPassTurn.ExecuteWhenDone(() => { TurnManager.State turnState = TurnManager.Get().GetState(); if (turnState == TurnManager.State.Player) { NetworkManager.SendTurnStartMessage(NetworkManager.networkInstance.Id); } else if (turnState == TurnManager.State.OtherPlayer) { NetworkViewID turnPlayerViewID = TurnManager.Get().GetTurnPlayer(); NetworkManager.SendTurnStartMessage(turnPlayerViewID); } else if (turnState == TurnManager.State.Enemy) { NetworkManager.StartEnemyTurn(); EnemyManager turnEnemy = TurnManager.Get().GetTurnEnemy(); turnEnemy.ChangeMoveStateToIdle(); } }); }