public override void Update(GameTime deltaTime, GamePlayer player) { if (player.PreDecisionRoll == 0) { if (player.Dice != null) { // If the dice has stopped rolling if (player.Dice.IsStationary()) { // Calculate the dice roll number and generate roll data // Get the dice roll and then take the square stats into account to determine the final // dice roll value player.PreDecisionRoll = player.Dice.FindResult(); // Get the square decision data player.GenerateDecisionData(); // Focus the camera back onto the player PlayerManager.Instance.SetCameraFocus(player.Index); // Zoom out player.ZoomOut(); // Move to the zoom camera state //player.CameraZoom = true; // Remove player ui objects ( for now all of them here ) //player.RemoveUIInterfaceObjects(); // Change to pre movement state player.ChangeState_PreMovement(); } // Show selected effect player.ActivePawn.ShowSelected(); } } // MAKE sure this is after changing state base.Update(deltaTime, player); }
public override void Update(GameTime deltaTime, GamePlayer player) { QuestionManager questions = QuestionManager.Instance; Player.PlayerControl control = player.Control; // Question has been answered if (questions.IsQuestionAnswered() || (control == Player.PlayerControl.AI)) { bool answer = false; if ( control == Player.PlayerControl.Human ) answer = questions.QuestionAnswer(); else if (control == Player.PlayerControl.AI) { int number = m_Random.Next(0, 10); if (number < 5) answer = true; else answer = false; } if (answer == true) { UIManager.Instance.AddText3DObject("correcttext", "Correct", (player.ActivePawn.transform.Position + new Vector3(0, +15, 0)), Color.ForestGreen, 1.5f); // Set player to move two spaces forward player.Data = new BoardSquare.DecisionData(m_BonusMoveSquares); } else { UIManager.Instance.AddText3DObject("incorrecttext", "Incorrect", (player.ActivePawn.transform.Position + new Vector3(0, +15, 0)), Color.OrangeRed, 1.5f); // Set player to move to spaces backwards player.Data = new BoardSquare.DecisionData(m_BonusMoveSquares); } // Remove question questions.Remove(); // Change to end of turn state straight away for now player.ChangeState_PreMovement(); } // MAKE sure this is after changing state base.Update(deltaTime, player); }