public void CmdSetStatus(Status newStatus) { this.status = newStatus; }
void Start() { spawnedPieces = new Dictionary <Vector3, GamePiece>(); // Create pieces pieces = new List <GamePiece>(); for (int i = 0; i < 5; i++) { Settlement s = new Settlement(); pieces.Add(s); } for (int i = 0; i < 4; i++) { City c = new City(); pieces.Add(c); } for (int i = 0; i < 15; i++) { Road r = new Road(false); Road s = new Road(true); pieces.Add(r); pieces.Add(s); } for (int i = 0; i < 6; i++) { Knight k = new Knight(); pieces.Add(k); } progressCards = new List <ProgressCardName>(); status = Enums.Status.ACTIVE; this.resources = new int[5] { 0, 0, 0, 0, 0 }; this.commodities = new int[3] { 0, 0, 0 }; this.goldCount = 0; this.devFlipChart = new int[3] { 1, 1, 1 }; this.resourceRatios = new int[5] { 4, 4, 4, 4, 4 }; this.commodityRatios = new int[3] { 4, 4, 4 }; this.myColor = Enums.Color.NONE; this.victoryPoints = 0; this.safeCardCount = 7; this.cityWallsLeft = 3; this.movedRoad = false; this.aqueduct = false; this.placedFirstTown = false; this.placedFirstEdge = false; this.ma = new MoveAuthorizer(); if (isLocalPlayer) { gameObject.name = Network.player.ipAddress; Instantiate(myHud); } OnLoad(); }
public void setStatus(Status newStatus) { this.status = newStatus; CmdSetStatus(newStatus); }