void PlayGame() { state = GameState.MATCHING_PLAYERS; cardSelection.GetComponent <SpriteRenderer>().enabled = false; switch (selected) { case CardType.ROCK: scissor.FadeOut(); paper.FadeOut(); break; case CardType.SCISSOR: rock.FadeOut(); paper.FadeOut(); scissor.ScissorMoveLeft(); break; case CardType.PAPER: scissor.FadeOut(); rock.FadeOut(); paper.PaperMoveLeft(); break; } AdjustRoundCounterText(1); computer.ComputerPlayCard(); StartCoroutine("WaitGameValidation"); }
void ValidateVictoryCard() { CardType playerCard = selected; CardType computerCard = computer.type; computer.FadeOut(); switch (selected) { case CardType.PAPER: paper.GetComponent <SpriteRenderer>().enabled = false; break; case CardType.ROCK: rock.GetComponent <SpriteRenderer>().enabled = false; break; case CardType.SCISSOR: scissor.GetComponent <SpriteRenderer>().enabled = false; break; } if (playerCard.Equals(computerCard)) { texts.DefineResult(GameResult.DRAW); } else if ((playerCard.Equals(CardType.ROCK) && computerCard.Equals(CardType.SCISSOR)) || (playerCard.Equals(CardType.PAPER) && computerCard.Equals(CardType.ROCK)) || (playerCard.Equals(CardType.SCISSOR) && computerCard.Equals(CardType.PAPER))) { texts.DefineResult(GameResult.PLAYER1_VICTORY); texts.PlayerVictory(); } else { texts.DefineResult(GameResult.PLAYER2_VICTORY); texts.ComputerVictory(); } }