public void ShowGameOverUI(MatchOutcome.ParticipantResult result, bool showRematchButton)
        {
            leaveMatchButton.gameObject.SetActive(false);
            IsInPlayingMode = false;
            resultRootObject.SetActive(true);
            resultText.text = GetResultText(result);
            rematchButton.gameObject.SetActive(showRematchButton);

            var tempModel = currentModel;

            currentModel = null;

            selfInfos.Update(tempModel.Match.Self.Player.image,
                             GetSpriteForTile(tempModel.LocalPlayerMark.ToTileState()),
                             GetColorForTile(tempModel.LocalPlayerMark.ToTileState()),
                             tempModel.Match.Self.DisplayName,
                             false);

            opponentInfos.Update((tempModel.Opponent != null && tempModel.Opponent.Player != null) ? tempModel.Opponent.Player.image : defaulAvatar,
                                 GetSpriteForTile(tempModel.OpponentMark.ToTileState()),
                                 GetColorForTile(tempModel.OpponentMark.ToTileState()),
                                 tempModel.Opponent != null ? tempModel.Opponent.DisplayName : "Unmatched player",
                                 false,
                                 tempModel.Opponent != null && tempModel.Opponent.Player == null);
        }
 public void HideGameSection()
 {
     ClearBoard();
     IsInPlayingMode = false;
     currentModel    = null;
     gameSection.SetActive(false);
     rematchButton.gameObject.SetActive(false);
     multiplayerSection.SetActive(true);
 }
Esempio n. 3
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        private void InstantiateBoard(TicTacToeGameModel model)
        {
            /// This mean the board has been instantiated before
            /// and it's showing the same model. So we'll just update it.
            if (board != null && model.Match.MatchId.Equals(currentModel.Match.MatchId))
            {
                for (int i = 0; i < model.TransferDatas.Board.Length; i++)
                {
                    var innerArray = model.TransferDatas.Board[i];
                    for (int j = 0; j < innerArray.Length; j++)
                    {
                        UpdateTileUI(i, j, innerArray[j]);
                    }
                }
                return;
            }

            /// Otherwise we need to clear the old board and create a new one.
            ClearBoard();

            TileSize             = CalculateTileSize(model.TransferDatas.Size);
            grid.cellSize        = new Vector2(TileSize, TileSize);
            grid.spacing         = new Vector2(TileSpacing, TileSpacing);
            grid.padding.top     = (int)TileSpacing;
            grid.padding.bottom  = (int)TileSpacing;
            grid.constraint      = GridLayoutGroup.Constraint.FixedColumnCount;
            grid.constraintCount = model.TransferDatas.Size;

            /// Init array.
            board = new Button[model.TransferDatas.Size][];
            for (int i = 0; i < board.Length; i++)
            {
                board[i] = new Button[model.TransferDatas.Size];
            }

            /// Instantiate prefabs.
            for (int i = 0; i < board.Length; i++)
            {
                var innerArray = board[i];
                for (int j = 0; j < innerArray.Length; j++)
                {
                    int x = i, y = j;
                    innerArray[j] = Instantiate(tilePrefab, grid.transform);
                    UpdateTileUI(i, j, model.TransferDatas.Board[i][j]);
                    innerArray[j].onClick.AddListener(() =>
                    {
                        Move(x, y);
                        demoUtils.PlayButtonSound();
                    });
                }
            }
        }
        public void CreateBoard(TicTacToeGameModel model)
        {
            if (model == null)
            {
                return;
            }

            currentModel    = model;
            IsInPlayingMode = true;
            gameSection.SetActive(true);
            multiplayerSection.SetActive(false);
            progressTextObject.SetActive(false);
            rematchButton.gameObject.SetActive(false);
            leaveMatchButton.gameObject.SetActive(true);
            resultRootObject.SetActive(false);

            InstantiateBoard(model);
        }
 private void InstantiateBoard(TicTacToeGameModel model)
 {
 }
 public void CreateBoard(TicTacToeGameModel model)
 {
 }
Esempio n. 7
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        private void CheckAndPlayMatch(TurnBasedMatch match, bool playerWantsToQuit, int boardSize)
        {
            if (playerWantsToQuit)
            {
                // This only happens on Game Center platform when the local player
                // removes the match in the matches UI while being the turn holder.
                // We'll end the local player's turn and pass the match to a next
                // participant. If there's no active participant left we'll end the match.
                if (match.HasVacantSlot)
                {
                    GameServices.TurnBased.LeaveMatchInTurn(match, "", null);
                    return;
                }

                var nextParticipant = match.Participants.FirstOrDefault(
                    p => p.ParticipantId != match.SelfParticipantId &&
                    (p.Status == Participant.ParticipantStatus.Joined ||
                     p.Status == Participant.ParticipantStatus.Invited ||
                     p.Status == Participant.ParticipantStatus.Matching));

                if (nextParticipant != default(Participant))
                {
                    GameServices.TurnBased.LeaveMatchInTurn(
                        match,
                        nextParticipant.ParticipantId,
                        null
                        );
                }
                else
                {
                    // No valid next participant, match ends here.
                    // In this case we'll set the outcome for all players as Tied for demo purpose.
                    // In a real game you may determine the outcome based on the game data and your game logic.
                    MatchOutcome outcome = new MatchOutcome();
                    foreach (var id in match.Participants.Select(p => p.ParticipantId))
                    {
                        var result = MatchOutcome.ParticipantResult.Tied;
                        outcome.SetParticipantResult(id, result);
                    }
                    GameServices.TurnBased.Finish(match, match.Data, outcome, null);
                }

                return;
            }

            model = new TicTacToeGameModel(match, boardSize);

            if (match.Status == TurnBasedMatch.MatchStatus.Ended)
            {
                CanMove = false;
                view.StartProgressUI("Acknowledging finished match");
                GameServices.TurnBased.AcknowledgeFinished(match, flag =>
                {
                    view.StopProgressUI("Acknowledging finished match: " + GetResultMessage(flag));
                    view.CreateBoard(model);
                    view.ShowGameOverUI(model.LocalFinalResult, true);
                });
                return;
            }

            var opponent = match.Participants.Where(p => p.ParticipantId != match.SelfParticipantId).FirstOrDefault();

            if (opponent != default(Participant) &&
                (opponent.Status == Participant.ParticipantStatus.Done || opponent.Status == Participant.ParticipantStatus.Left))
            {
                view.ShowGameOverUI(MatchOutcome.ParticipantResult.Won, false);
                NativeUI.Alert("Game Over", "You won. Your opponent has left the match.");
                return;
            }

            CanMove = true;
            view.CreateBoard(model);
        }