public static Squad GetRandomSquadForCurrentActAndDay(SquadType squadType) { var act = GameState.Instance.Act; var doomCounter = GameState.Instance.DoomCounter.CurrentDoomCounter; return(GameAct.GetSquadForAct(act, squadType)); }
public void CellClicked(Cell sender, GameAct act) { var coors = (sender as Cell).Position; int row = coors.First, col = coors.Second; if (!Model.GameStarted()) { Model.GenerateMines(row, col); } Debug.Log(act); Status = SelectTile(row, col, act); if (Status == GameStatus.Won) { NewGame(); } else if (Status == GameStatus.Lost) { // View.DisplayGameOver(Model); // View.UpdateBoard(Model, true); //GetComponentsInParent<Cell>().Select(c => //{ // if (c != null) // c.Explode(); // return c; //}); // NewGame(); } }
public GameStatus SelectTile(int row, int col, GameAct act) { Cell cell = Board[row, col]; if (act == GameAct.Flag) { SetFlag(row, col); if (GameComplete()) { return(GameStatus.Won); } } else { if (cell.Status == CellStatus.Mine) { cell.Status = CellStatus.Clear; //game over cell.Status = CellStatus.MineTripped; for (int r = 0; r < Rows; r++) { for (int c = 0; c < Cols; c++) { Board[r, c].Explode(); } } return(GameStatus.Lost); } else { return(UpdateTileCount(row, col)); } } return(GameStatus.Playing); }
// Use this for initialization void Start() { Action = GameAct.Select; }
GameStatus SelectTile(int row, int col, GameAct act) { return(Model.SelectTile(row, col, act)); }