//****************** User Interaction *********************// public override void OnOkSelected() { if (gameState == GameState.TurnSelectingNumber && localPlayer == currentTurnPlayer) { if (selectedCard != null) { netCode.NotifyHostPlayerRankSelected((int)selectedCard.Rank); } } else if (gameState == GameState.TurnWaitingForOpponentConfirmation && localPlayer == currentTurnTargetPlayer) { } }
// User Interactions public override void OnOkSelected() { if (gameState == GameState.TurnSelectingNumber && localPlayer == currentTurnPlayer) { if (selectedCards.Count > 0) { netCode.NotifyHostPlayerRankSelected((int)selectedCards[0].Rank); //TODO fix == not correct way } } else if (gameState == GameState.TurnConfirmedSelectedNumber && localPlayer == currentTurnTargetPlayer) { netCode.NotifyHostPlayerOpponentConfirmed(); } else if (gameState == GameState.GameFinished) { netCode.LeaveRoom(); } }
//****************** User Interaction *********************// public override void OnBetSelected(float sliderVal) { if (gameState == GameState.Bet && localPlayer == currentTurnPlayer) { if (betSlider != null) { currentBet = sliderVal; gameState = GameState.ConfirmBet; netCode.NotifyHostPlayerRankSelected((int)selectedCard.Rank); } } else if (gameState == GameState.WaitingForOpponent && localPlayer == currentTurnTargetPlayer) { netCode.NotifyHostPlayerOpponentConfirmed(); } else if (gameState == GameState.GameFinished) { netCode.LeaveRoom(); } }
//*********************** User Interaction *************************// //ovde ce se mozda morat overrideat onbuttonselected isto public override void OnOkSelected() { //NISAN SIGURAN KAKO BI OVO RJESIJA PA CU KOPIRAT SA TUTORIALA I KASNIJE PRIKO TESTIRANJA USKLADIT if (gameState == GameState.TurnSelectingPlayer && localPlayer == currentTurnPlayer) { if (selectedCard != null && currentTurnTargetPlayer != null) { gameState = GameState.TurnConfirmedSelectedNumber; //dodano za test 1.8 netCode.NotifyOtherPlayersGameStateChanged(); netCode.NotifyHostPlayerRankSelected((int)selectedCard.Rank); netCode.NotifyHostPlayerTargetPlayerSelected(currentTurnTargetPlayer.PlayerId); } else { Debug.Log("Logic error in MultiplayerGame :: OnOkSelected()!"); } } else { //moguce da je ovde bude problem, sta ako host klikne ok a nije jos izabra kartu netCode.NotifyHostPlayerOpponentConfirmed(); } /* * //kometano zbog testiranja maknit kasnije i priradit * if (selectedCard != null && currentTurnTargetPlayer != null) * { * gameState = GameState.TurnConfirmedSelectedNumber; * //ResetSelectedPlayer(); //mozda triba mozda ne takoder triba maknit chose panel ako nije local player * GameFlow(); * } * * if (selectedCard != null && currentTurnTargetPlayer == null) * { * ChoseThePlayerCardButtonPanel.SetActive(true); * gameState = GameState.TurnSelectingPlayer; * GameFlow(); * } * * if (currentTurnTargetPlayer == localPlayer && currentTurnPlayer != localPlayer && gameState != GameState.TurnSelectingPlayer && gameState != GameState.TurnConfirmedSelectedNumber) * { //testing * List<byte> cardValuesFromTargetPlayer = gameDataManager.TakeCardValuesWithRankFromPlayer(currentTurnTargetPlayer, selectedRank); * * if (cardValuesFromTargetPlayer.Count > 0) * { * gameDataManager.AddCardValuesToPlayer(currentTurnPlayer, cardValuesFromTargetPlayer); * * bool senderIsLocalPlayer = currentTurnTargetPlayer == localPlayer; * currentTurnTargetPlayer.SendDisplayingCardToPlayer(currentTurnPlayer, cardAnimator, cardValuesFromTargetPlayer, senderIsLocalPlayer); * ResetSelectedPlayer(); //testing * ResetSelectedCard(); //testing * gameState = GameState.TurnSelectingNumber; * } * else * { * ResetSelectedPlayer(); //testing * ResetSelectedCard(); //testing * gameState = GameState.TurnGoFish; * GameFlow(); * } * } * * //ovaj dio ce ja mis ostat zakomentiran(ovo je original, ne koristin ga u 4igraca * //if (gameState == GameState.TurnSelectingNumber && localPlayer == currentTurnPlayer) * //{ * // if (selectedCard != null) * // { * // gameState = GameState.TurnConfirmedSelectedNumber; * // GameFlow(); * // } * //} * //else if (gameState == GameState.TurnWaitingForOpponentConfirmation && localPlayer == currentTurnTargetPlayer) * //{ * // gameState = GameState.TurnOpponentConfirmed; * // GameFlow(); * //}*/ }