/// <summary> /// Gets a random name from the name pool /// Also removes that name from the pool /// </summary> /// <returns>A random name</returns> public string GetRandomName() { int randomNameIndex = Random.Range(1, _namePool.Count); string newName = _namePool[randomNameIndex]; _namePool.RemoveAt(randomNameIndex); return(newName); }
public void CmdDropItem(int i) { string[] item = GetPickupAttributes(inventory[i]); GameObject pickup = Instantiate(pickupPrefab, transform.position, Quaternion.Euler(0.0f, 0.0f, 0.0f)); pickup.GetComponent <Pickup>().SetAttributes(item[0], float.Parse(item[1]), item[0]); currentMoney += float.Parse(item[1]); NetworkServer.Spawn(pickup); inventory.RemoveAt(i); itemAmount--; }
//Generates a name for objects public string GenerateUniqueName() { string retval = CurrentNameNumber.ToString(); if (AvailableNames.Count != 0) { retval = AvailableNames[0]; AvailableNames.RemoveAt(0); } else { CurrentNameNumber += 1; } return(retval); }
public void TestRemoveAt() { serverSyncList.RemoveAt(1); SerializeDeltaTo(serverSyncList, clientSyncList); Assert.That(clientSyncList, Is.EquivalentTo(new[] { "Hello", "!" })); }
void StartGame() { gameStarted = true; float wolfNumber = Mathf.Floor(nbrPlayers / 3.0f); for (int i = 0; i < wolfNumber; i++) { roles.Add("Loup-Garou"); } for (int i = roles.Count; i < nbrPlayers; i++) { roles.Add("Villageois"); } foreach (PlayerInfo g in playersList) { int r = Random.Range(0, roles.Count); switch (roles[r]) { case "Villageois": g.playerRef().gameObject.AddComponent <Villageois>(); break; case "Loup-Garou": g.playerRef().gameObject.AddComponent <Loup>(); wolvesList.Add(g); break; case "Sorcière": g.playerRef().gameObject.AddComponent <Sorciere>(); refSorciere = g; break; case "Cupidon": g.playerRef().gameObject.AddComponent <Cupidon>(); refCupidon = g; break; case "Chasseur": g.playerRef().gameObject.AddComponent <Chasseur>(); refChasseur = g; break; case "Voyante": g.playerRef().gameObject.AddComponent <Voyante>(); refVoyante = g; break; default: Debug.Log("Unknown role :("); break; } g.playerRef().RpcUpdateChatBRole(g.pseudo + " [" + roles[r] + "]"); g.playerRef().yourTurn = false; roles.RemoveAt(r); } StartCoroutine(GameTurn()); }
public void UpdateDeck() { deck.RemoveAt(deck.Count - 1); deck.Callback += DeckChanged; }