/*----------------------------------------------------------------------------------------------------------------------*/ // Start is called before the first frame update void Start() { //Connect to turnActionManager UNOsystem = FindObjectOfType <UNO>(); //actionManager = Gameobject.Find("turnManager").GetComponent("turnActionManager"); actionManager = FindObjectOfType <turnActionManager>(); //Get player data players = getPlayers(); turnOrder = new List <string>(players); //Create turn order //Shuffle(turnOrder);//? Randomizing function for lists; should work for this, right? foreach (string player in turnOrder) { print(player); } //Set first player //currPlayer = players[0]; //Set turn direction // +Clockwise = 1 // +Counterclockwise = -1 turnDirection = 1; }
private void registerSingleton() { if (mInst == null) { mInst = this; } else { throw new UnityException("ERROR: Cannot create another instance of singleton class CEnemyManager."); } }
// Start is called before the first frame update void Start() { //UNOsystem = UNOobject.GetComponent<UNO>(); UNOsystem = FindObjectOfType <UNO>(); //actionManager = turnManager.GetComponent<turnActionManager>; actionManager = FindObjectOfType <turnActionManager>(); HardAI = FindObjectOfType <HardAI>(); //TEMPORARY VARIABLES FOR DEMO deckClick = false; cardClick = false; //player1Click = false; discardPileClick = false; UNObuttonClick = false; playerSafe = false; CPUSafe = false; // Instantiation of UNO object used for rearranging position of Player1 cards // +Changed to UNOsystem; modified code to fit. //uno = FindObjectOfType<UNO>(); }
override public void destroy() { base.destroy(); mInst = null; }
//handMem[Player][Color][Symbol] /* * List<List<byte>> AI_handMem; * List<List<byte>> Player_handMem; */ // Start is called before the first frame update void Start() { UNOsystem = FindObjectOfType <UNO>(); actionManager = FindObjectOfType <turnActionManager>(); input = FindObjectOfType <UserInput>(); maxQuants = new List <List <byte> >() { new List <byte>() { 2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, 0 }, new List <byte>() { 2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, 0 }, new List <byte>() { 2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, 0 }, new List <byte>() { 2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4 } }; handMem = new List <List <byte> >() { new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }; foreach (string card in UNOsystem.CPU1) { addCard(card, handMem); } discardMem = new List <List <byte> >() { new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }; hand_color_weights = new List <double>() { 1.5, 1.5, 1.5 }; hand_symbol_weights = new List <double>() { 1.5, 1.5, 1.5 }; played_color_weights = new List <double>() { 0.9, 0.9, 0.9 }; played_symbol_weights = new List <double>() { 0.9, 0.9, 0.9 }; hand_color_shifts = new List <double>() { 0, 0, 0 }; hand_symbol_shifts = new List <double>() { 0, 0, 0 }; played_color_shifts = new List <double>() { 0, 0, 0 }; played_symbol_shifts = new List <double>() { 0, 0, 0 }; }