예제 #1
0
    private void SendCreateGameRequest(int howMany)
    {
        string newGameId = "GAME_" + ((int)(System.DateTime.UtcNow - new System.DateTime(1970, 1, 1))
                                      .TotalSeconds).ToString("X2");

        string creatorNickname = DataPersistance.GetPlayerNickName();

        List <string> playersIds = new List <string>();

        playersIds.Add(creatorNickname);
        //todo creator name
        newGame = new GameInfo(newGameId, true, creatorNickname, howMany, 1, playersIds);

        DataPersistance.SaveCurrentGameId(newGameId);
        StartCoroutine(NetworkController.PostGameInfo(newGame, NewGameCreatedResponse));
    }
예제 #2
0
    public List <GameObject> DrawGameBoard(GameState gameState)
    {
        string        playerNickname  = DataPersistance.GetPlayerNickName();
        List <Player> possiblePlayers = gameState.Players.FindAll((obj) => playerNickname == obj.NickName);

        if (possiblePlayers.Count != 1)
        {
            throw new System.InvalidProgramException("There must be exactly one player with that ID!");
        }

        Player mePlayer = possiblePlayers[0];

        DrawPlayerHand(mePlayer);
        DrawEnviroment(gameState, mePlayer);
        DrawPlayerProjectCards(mePlayer.ProjectArea);
        DrawAnimals(gameState.AnimalsDeck);
        DrawGoods(gameState.GoodsDeck);
        DrawDices();
        DrawAvailableProjectCards(gameState.AvailableProjectCards);

        return(gameObjects);
    }
예제 #3
0
 private void Start()
 {
     GetAvailableGames();
     PlayerNickName = DataPersistance.GetPlayerNickName();
 }
예제 #4
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 private static void UpdateNickNameText()
 {
     GameObject.Find("CurrentNickName")
     .GetComponent <TMPro.TextMeshProUGUI>()
     .text = "current nickname: " + DataPersistance.GetPlayerNickName();
 }
예제 #5
0
 private void Start()
 {
     currentGameId = DataPersistance.GetCurrentGameId();
     playerId      = DataPersistance.GetPlayerNickName();
     GetGameState();
 }
예제 #6
0
 public static bool ItsMyTurn(this GameState gameState)
 {
     return(DataPersistance.GetPlayerNickName() == gameState.CurrentPlayer.NickName);
 }