// Start is called before the first frame update void Start() { // Default Start playerState = State.STATE.ROCK_PAPER_SCISSORS; player_hands = HandSigns.Signs.NONE; player_directions = Directions.Points.NONE; boxes = new GameObject[4]; boxes[0] = new GameObject("Up_Box"); boxes[1] = new GameObject("Down_Box"); boxes[2] = new GameObject("Right_Box"); boxes[3] = new GameObject("Left_Box"); line.origin = transform.position; }
// Update is called once per frame void Update() { if (playerTurn.player_isPointing && !playerTurn.ai_isPointing || !playerTurn.player_isPointing && playerTurn.ai_isPointing) { playerState = State.STATE.LOOK_OVER_THERE; RPSCanvas.SetActive(false); } if (playerState == State.STATE.LOOK_OVER_THERE && playerTurn.player_isPointing && playerTurn.player_win == 1) { PointingCanvas.SetActive(true); } // If Player loses, Player his to look around via headset or mouse rotation/ if (playerState == State.STATE.LOOK_OVER_THERE && playerTurn.ai_isPointing) { mouseLook(); rayCast(); } //if (playerTurn.player_win == 2 || playerTurn.ai_win == 2) //{ // RPSCanvas.SetActive(false); // PointingCanvas.SetActive(false); // EndGameCanvas.SetActive(true); //} // So the player can get out of the game if (Input.GetKeyDown(KeyCode.Escape)) { Cursor.lockState = CursorLockMode.None; } else if (Input.GetKeyDown(KeyCode.Escape) && Cursor.lockState == CursorLockMode.None) { Cursor.lockState = CursorLockMode.Locked; } }
// Update is called once per frame void Update() { // By default, the A.I and player start off with rock paper scissors if (ai_State == State.STATE.ROCK_PAPER_SCISSORS && playerTrigger.playerState == State.STATE.ROCK_PAPER_SCISSORS) { if (playerTrigger.player_hands != HandSigns.Signs.NONE && rngDone == 0) { randomNumber(); rngDone++; } } // AI is the pointer if (turn_Behaviour.ai_isPointing && !turn_Behaviour.player_isPointing) { ai_State = State.STATE.LOOK_OVER_THERE; if (ai_State == State.STATE.LOOK_OVER_THERE && rngDone != 2) { randomNumber(); rngDone++; } } // A.I Loses if (turn_Behaviour.player_isPointing && !turn_Behaviour.ai_isPointing) { ai_State = State.STATE.LOOK_OVER_THERE; if (playerTrigger.player_directions != Directions.Points.NONE && rngDone != 2) { randomNumber(); rngDone++; } } }
// Start is called before the first frame update void Start() { ai_State = State.STATE.ROCK_PAPER_SCISSORS; ai_hands = HandSigns.Signs.NONE; ai_points = Directions.Points.NONE; }