예제 #1
0
 // this function get called on deslect trapped stones
 public void OnDeselectTrappedStone()
 {
     OnSelected.OnChosingMove -= gameManager.ChangeColorToCurrentPlayer;
     ChangeBackToNormal();
     GameManger.LastSelected = null;
     // hide the triangles , so after deselect, we won't see the triangles movements.
     gameManager.HideAllTriangles();
 }
예제 #2
0
    /* after the movement according to first/second dice,
     * update the next location the paritcipent can jump to, according to the other dice. */
    public void ShowMovementAfterDice(bool moveByOtherDice, int dice)
    {
        gameManager.indexCountMove++;
        gameManager.HideAllTriangles();
        if (!moveByOtherDice)
        {
            if (OnSelected.SelectedPlayer.PlayerType == "Black")
            {
                OppisteType = "White";
                gameManager.IndexPutAccordingToDice[dice] = TriangleIndex + gameManager.dices[dice].diceCount;
            }
            else
            {
                OppisteType = "Black";
                gameManager.IndexPutAccordingToDice[dice] = TriangleIndex - gameManager.dices[dice].diceCount;
            }
            // according the current TypePlayer, show according to your current location after movent, if you can relocate the same player according the second dice.
            int canJumpToOtherDice = gameManager.CheckCanPutThere(gameManager.IndexPutAccordingToDice[dice], OppisteType);

            if (canJumpToOtherDice != -1)
            {
                // show the specific triangles that the participent can jump to
                gameManager.triangles[canJumpToOtherDice - 1].gameObject.SetActive(true);
            }
        }
    }
예제 #3
0
    public void UpdateVisualAndOnBoard(List <Player> currentTakeOutList, Vector3[] currentTakeOutloc)
    {
        // add stone to TakeOut array and show it visual
        currentTakeOutList.Add(OnSelected.SelectedPlayer);
        gameManager.BoardGame[OnSelected.SelectedPlayer.indexTriangle - 1].Pop(); // remove from current stack

        OnSelected.SelectedPlayer.transform.localPosition = currentTakeOutloc[currentTakeOutList.Count - 1];
        OnSelected.SelectedPlayer.transform.rotation      = Quaternion.Euler(new Vector3(270, 0, 0));
        gameObject.SetActive(false);                // hide rectangle
        gameManager.ToggleHideShowRectangle(false); // hide triangle selected after moving a stone for there
        gameManager.HideAllTriangles();

        gameManager.indexCountMove++;
    }