private void ProcessState() { switch (currentState) { case GameRoundState.STARTING: timeRemaining = waitTime; currentState = GameRoundState.WAITING; break; case GameRoundState.WAITING: timeRemaining = roundLength; currentRound++; OnRoundChange?.Invoke(currentRound); currentState = GameRoundState.RUNNING; OnRoundStart?.Invoke(currentRound); break; case GameRoundState.RUNNING: timeRemaining = waitTime; currentState = GameRoundState.WAITING; OnRoundFinished?.Invoke(currentRound); break; } }
private void AIRound() { if (UIRoundState()) { return; } //Temperary logic m_GameRoundState = GameRoundState.GameRoundStatePlayer; }
private void PlayerRound() { //进入回合首先显示回合状态UI if (UIRoundState()) { return; } if (m_GamePlayer.IsPlayerRoundOver()) { m_GameRoundState = GameRoundState.GameRoundStateAI; } }
private void Init() { m_GameRoundState = GameRoundState.GameRoundStateNone; }
public GameModeAlpha() { m_GamePlayer = new GamePlayer(); m_MainGameState = new GameState(); m_GameRoundState = GameRoundState.GameRoundStateNone; }