}//on start of the object fill in all of the player data void Awake() { Data = new DbPlayer(); info = Data.GetPlayerByUserName(PlayerPrefs.GetString("userName")); userName.text = info.UserName; chipsAmount.text = info.Money.ToString(); if (info.Money > 30000) { status.sprite = Status[4]; } else if (info.Money < 30000 && info.Money > 20000) { status.sprite = Status[3]; } else if (info.Money < 20000 && info.Money > 15000) { status.sprite = Status[2]; } else if (info.Money < 15000 && info.Money > 5000) { status.sprite = Status[1]; } else { status.sprite = Status[0]; } playersImage.sprite = avatars[info.PlayerImage]; }
public void LoginClick()//function that check the user name and the password after a user tries to Login { db = new DbPlayer(); if (db.ExistUser(userName.text)) { if (!db.isUserConnected(userName.text)) { PlayerData info = db.GetPlayerByUserName(userName.text); if (info.Password == Password.text) { PlayerPrefs.SetString("userName", info.UserName); PlayerPrefs.SetInt("ImageOffset", info.PlayerImage); PlayerPrefs.Save(); db.addUserConnection(info.UserName); SceneManager.LoadScene("lobbytest"); } else { Errors.text = "Worng Password"; } } else { Errors.text = "This User Allready Conntected"; } } else { Errors.text = "User Dont Exist In The Data Base"; } }
public void exitRoom() { buttonSound.Play(); if (isServer && players.Count > 1) { return; } DbPlayer db = new DbPlayer(); PlayerData Info = db.GetPlayerByUserName(localPlayer.playerPanel.userNameText.text); Info.Money += localPlayer.money; db.UpdatePlayer(Info); RemovePlayer(localPlayer); if (isServer) { LobbyScene.singleton.StopHost(); Destroy(LobbyScene.singleton.gameObject); return; } if (isClient) { LobbyScene.singleton.StopClient(); Destroy(localPlayer); return; } }//exit the room after saving the player new score in the data base to the lobby scene
}//a function that remove a player from the room public override void OnServerDisconnect(NetworkConnection conn) { foreach (var playerController in conn.playerControllers) { var player = playerController.gameObject.GetComponent <texasPlayer>(); playerSlots[player.playerId] = null; PlayerData playerData = db.GetPlayerByUserName(player.name); playerData.Money = player.money; db.UpdatePlayer(playerData); RoomManager.singleton.RemovePlayer(player); } base.OnServerDisconnect(conn); }//a function for the case that server disconnect
public void exitRoom() { buttonSound.Play(); DbRoom dbRoom = new DbRoom(); Room room = dbRoom.getRoomInfo(); if (isServer && players.Count > 1) { return; } DbPlayer db = new DbPlayer(); PlayerData Info = db.GetPlayerByUserName(localPlayer.playerPanel.userNameText.text); Info.Money += localPlayer.money - 1000; db.UpdatePlayer(Info); RemovePlayer(localPlayer); room.amountOfPlayers--; dbRoom.UpdateRoom(room); if (isServer) { dbRoom.deleteRoom(room); NetworkManager.singleton.StopHost(); RemovePlayer(localPlayer); //Destroy(LobbyScene.singleton.gameObject); NetworkManager.singleton.StopClient(); Destroy(localPlayer); NetworkManager.Shutdown(); //Debug.Log("after destroying the local player"); return; } if (!isServer && isClient) { RemovePlayer(localPlayer); NetworkManager.singleton.StopClient(); Destroy(localPlayer); return; } }//exit the room after saving the player new score in the data base to the lobby scene
public void ServerNextHand()//the Game restart { nextHandWaiting = true; MainPot = 0; ServerClearHands(); ServerEnterGameState(CardConstants.GameTurnState.ShufflingDeck, "Start Game", MainPot); if (localPlayer.money == 0) { DbPlayer db = new DbPlayer(); PlayerData Info = db.GetPlayerByUserName(localPlayer.playerPanel.userNameText.text); localPlayer.money += 1000; Info.Money -= 1000; db.UpdatePlayer(Info); } ServerNextState("ServerState_StartDeck"); }//stating the game after show down function
// Use this for initialization void Start() { Data = new DbPlayer(); info = Data.GetPlayerByUserName(PlayerPrefs.GetString("userName")); userName.text = info.UserName; chipsAmount.text = info.Money.ToString(); if (info.Status == "A") { status.sprite = Status[0]; } if (info.Status == "B") { status.sprite = Status[1]; } if (info.Status == "C") { status.sprite = Status[2]; } if (info.Status == "D") { status.sprite = Status[3]; } if (info.Status == "E") { status.sprite = Status[4]; } playersImage.sprite = avatars[info.PlayerImage]; }//on start of the object fill in all of the player data