public void FireGameplayStatusChange(GameplayStatus oldGameplayStatus, GameplayStatus newGameplayStatus) { if (OnGameplayStatusChange != null) { OnGameplayStatusChange(oldGameplayStatus, newGameplayStatus); } }
void GameplayStatusChange(GameplayStatus oldMatchStatus, GameplayStatus newMatchStatus) { switch (newMatchStatus) { case GameplayStatus.GameRunning: Loading.SetActive(false); break; } }
void GameplayStatusChange(GameplayStatus oldMatchStatus, GameplayStatus newMatchStatus) { switch (newMatchStatus) { case GameplayStatus.GameRunning: break; case GameplayStatus.OpenCard: break; } }
void GameplayStatusChange(GameplayStatus oldMatchStatus, GameplayStatus newMatchStatus) { switch (newMatchStatus) { case GameplayStatus.Menu: break; //case GameplayStatus.MatchStart: // break; //case GameplayStatus.MatchStop: // break; } }
void GameplayStatusChange(GameplayStatus oldMatchStatus, GameplayStatus newMatchStatus) { switch (newMatchStatus) { case GameplayStatus.GetCard: UpdateCard(); break; case GameplayStatus.OpenCard: Timer.Instance.Add(0.2f, () => { _renderer.enabled = true; }); break; } }
void GameplayStatusChange(GameplayStatus oldMatchStatus, GameplayStatus newMatchStatus) { switch (newMatchStatus) { case GameplayStatus.YouWon: if (IsWinText) { EnableText(); } break; case GameplayStatus.YouLost: if (!IsWinText) { EnableText(); } break; } }
void GameplayStatusChange(GameplayStatus oldMatchStatus, GameplayStatus newMatchStatus) { switch (newMatchStatus) { case GameplayStatus.GameRunning: if (IsMe) { EnableText(); } break; case GameplayStatus.OpponentReady: if (!IsMe) { EnableText(); } break; } }
void GameplayStatusChange(GameplayStatus oldMatchStatus, GameplayStatus newMatchStatus) { switch (newMatchStatus) { case GameplayStatus.YourTurn: if (IsMyTurnText) { EnableText(); } break; case GameplayStatus.OpponentTurn: if (!IsMyTurnText) { EnableText(); } break; } }
void GameplayStatusChange(GameplayStatus oldMatchStatus, GameplayStatus newMatchStatus) { switch (newMatchStatus) { case GameplayStatus.GetCard: this.AnimateGetCard(); break; case GameplayStatus.OpenCard: this.AnimateOpenCard(); break; case GameplayStatus.YouWon: this.AnimateWin(); break; case GameplayStatus.YouLost: this.AnimateLost(); break; } }
public MoveResponseModel AttemptMove(MoveRequestModel request) { if (!gameplayStateModel.IsPlaying) { return(new MoveResponseModel() { Request = request, ValidMove = false, GameStatus = GameplayStatus.Error, Message = "Game not actively running, cannot process request.", KeyMatches = 0, }); } bool invalidKey = gameplayStateModel.ConsumedCharacters.Contains(request.Key); if (invalidKey) { return(new MoveResponseModel() { Request = request, ValidMove = false, GameStatus = GameplayStatus.Error, Message = "Repeated Keypress Request, move rejected.", KeyMatches = 0, }); } GameplayStatus postMoveStatus = GameplayStatus.Playing; int count = 0; int index = 0; foreach (char c in gameplayStateModel.CurrentWord) { if (c == request.Key) { count++; gameplayStateModel.CurrentWordStatus[index] = c; } index++; } gameplayStateModel.GuessedCharacterCount += count; bool wasGoodMove = count > 0; if (!wasGoodMove) { gameplayStateModel.ErrorCount++; } if (gameplayStateModel.GuessedCharacterCount == gameplayStateModel.CurrentWord.Length) { postMoveStatus = GameplayStatus.Won; gameplayStateModel.IsPlaying = false; gameplayStateModel.WinCount++; } else if (postMoveStatus != GameplayStatus.Won && gameplayStateModel.ErrorCount >= gameRulesData.WrongMovesForDeath) { postMoveStatus = GameplayStatus.Lost; gameplayStateModel.IsPlaying = false; gameplayStateModel.LossCount++; } gameplayStateModel.ConsumedCharacters.Add(request.Key); return(new MoveResponseModel() { Request = request, ValidMove = true, GameStatus = postMoveStatus, Message = $"Good Request. {count} matches", KeyMatches = count, }); }
public static void Lose() { CurrentGamePlayStatus = GameplayStatus.PlayerLost; }
public static void Win() { CurrentGamePlayStatus = GameplayStatus.PlayerWon; }