// Add bowl to list of bowls and display score of the bowl private void ScoreBowl(int pinsKnockedDown) { // Add bowl to list and display scores in Score Card bowls.Add(pinsKnockedDown); try { scoreDisplay.FillRollCard(bowls); } catch { Debug.Log("FillRollCard Failed!"); } }
public void Bowl(int pinFall) { rolls.Add(pinFall); ball.Reset(); pinSetter.perfomanceAction(ActionMaster.NextAction(rolls)); scoreDisplay.FillRollCard(rolls); scoreDisplay.FillFrames(ScoreMaster.ScoreCumulative(rolls)); }
void UpdateScore(List <int> bowls) { try{ scoreDisplay.FillRollCard(bowls); scoreDisplay.FillFrames(ScoreMaster.ScoreCumulative(bowls)); }catch { Debug.LogWarning("FillRollCard() error"); } }
public void Bowl(int pinFall) { bowls.Add(pinFall); ball.Reset(); ActionMaster.Action nextAction = ActionMaster.NextAction(bowls); pinSetter.PerformAction(nextAction); scoreDisplay.FillRollCard(bowls); }
public void Bowl(int pinFall) { // Add current pin fall cout to history of bowls. bowls.Add(pinFall); // Perform next action based on the current and previous bowl counts. pinSetter.PerformAction(ActionMaster.NextAction(bowls)); // Update score dispaly. scoreDisplay.FillRollCard(bowls); scoreDisplay.FillFreames(ScoreMaster.ScoreCumulative(bowls)); ball.Reset(); }
public void Bowl(int pinFall) { rolls.Add(pinFall); ActionMaster.Action nextAction = ActionMaster.NextAction(rolls); if (nextAction == ActionMaster.Action.EndGame) { levelManager.LoadNextLevel(); } pinSetter.Animation(nextAction); scoreDisplay.FillRollCard(rolls); scoreDisplay.FillScores(ScoreMaster.ScoreCumulative(rolls)); ball.BallReset(); }
public void Bowl(int pinFall) { ball.Reset(); rolls.Add(pinFall); pinSetter.PerformAction(ActionMaster.NextAction(rolls)); //Debug.Log("roll 0 = " + rolls[0] + " roll 1 should exist but = " + rolls[1]); //do get strike if move these up but then over written //so bowling not knacker score after game finish //would prefer endgame to just disable the script but doesnt seem to work maybe because its a static //if (ScoreMaster.ScoreFrames(rolls).Count < 11) {} scoreDisplay.FillRollCard(rolls); scoreDisplay.FillFrames(ScoreMaster.ScoreCumulative(rolls)); }
public void Bowl(int pinFall) { try { bowls.Add(pinFall); ball.Reset(); pinSetter.PerformAction(ActionMaster.NextAction(bowls)); } catch { Debug.LogWarning("Something went wrong in Bowl()"); } scoreDisplay.FillRollCard(bowls); }
public void Bowl(int pinFall) { rolls.Add(pinFall); pinSetter.PerformAction(ActionMasterOld.NextAction(rolls)); ball.Reset(); try { scoreDisplay.FillRollCard(rolls); scoreDisplay.FillFrames(ScoreMaster.ScoreCumulative(rolls)); } catch { Debug.LogWarning("Error while filling scoreboard."); } }
public void Bowl(int pinFalls) { bowls.Add(pinFalls); ScoreMaster.Action nextAction = ScoreMaster.NextAction(bowls); pinSetter.performAction(nextAction); try { scoreDisplay.FillRollCard(bowls); scoreDisplay.FillFrames(ActionMaster.ScoreCumulatiove(bowls)); } catch { Debug.LogWarning("Error help, pls"); } ball.Reset(); }
public void Bowl(int pinFalls) { try{ rolls.Add(pinFalls); ball.Reset(); pinSetter.PerformAction(ActionMasterOldCopy.NextAction(rolls)); } catch { Debug.LogWarning("Something went wrong in BOWL()"); } try{ scoreDisplay.FillRollCard(rolls); scoreDisplay.FillFrames(ScoreMaster.ScoreCumulative(rolls)); } catch { Debug.LogWarning("Something went wrong in ScoreDisplay.FillRollCard"); } }
// Update is called once per frame public void Bowls(int pinFall) { try{ rolls.Add(pinFall); ball.Reset(); ActionMaster.Action nextAction = ActionMaster.NextAction(rolls); pinSetter.PerformAction(nextAction); }catch { Debug.Log("There is some problem in performing action"); } try{ scoreDisplay.FillRollCard(rolls); scoreDisplay.FillFrames(ScoreMaster.ScoreCumulative(rolls)); } catch { Debug.Log("There's an error while fiiling the score card"); } }
public void Bowl(int pinFall) { try { pins.Add(pinFall); ball.Reset(); pinSetter.PerformAction(ActionMaster.NextAction(pins)); } catch { Debug.LogWarning("Something went wrong with Bowl()"); } try { scores.FillRollCard(pins); scores.FillFrames(ScoreMaster.ScoreCumulative(pins)); } catch { Debug.LogWarning("Something went wrong with FillRollCard()"); } }
public void Bowl(int pinFall) { try { bowls.Add(pinFall); ball.Reset(); pinSetter.PreformAction(ActionMaster.NextAction(bowls)); } catch { Debug.LogWarning("Something when wrong in Game Manager Bowl()"); } try { scoreDisplay.FillRollCard(bowls); scoreDisplay.FillFrames(ScoreMaster.ScoreCumulative(bowls)); } catch { Debug.LogWarning("fill roll card failed "); } }