PlayerBase FindWinningPlayer() { //to find out who won PlayerBase retVal = null; StateManager targetPlayer = null; //check to see if both players have equal health; if (charM.players[0].playerStates.health != charM.players[1].playerStates.health) { //no? who is lower? higher is winner if (charM.players[0].playerStates.health < charM.players[1].playerStates.health) { charM.players[1].score++; targetPlayer = charM.players[1].playerStates; levelUI.AddWinIndicator(1); } else { charM.players[0].score++; targetPlayer = charM.players[0].playerStates; levelUI.AddWinIndicator(0); } retVal = charM.returnPlayerFromStates(targetPlayer); } return(retVal); }
PlayerBase FindWinningPlayer() { // para encontrar quien ganoo la ronda PlayerBase retVal = null; StateManager targetPlayer = null; // mira si los characters tienen la misma vida if (charM.players[0].playerStates.health != charM.players[1].playerStates.health) { // si no, busca el character con menor vida, entonces el otro character es el ganador if (charM.players[0].playerStates.health < charM.players[1].playerStates.health) { charM.players[1].score++; targetPlayer = charM.players[1].playerStates; levelUI.AddWinIndicator(1); } else { charM.players[0].score++; targetPlayer = charM.players[0].playerStates; levelUI.AddWinIndicator(0); } retVal = charM.returnPlayerFromStates(targetPlayer); } return(retVal); }
PlayerBase FindWinningPlayer() { PlayerBase retVal = null; StateManager targetPlayer = null; if (Playerr.players[0].playerStates.health != Playerr.players[1].playerStates.health) { if (Playerr.players[0].playerStates.health < Playerr.players[1].playerStates.health) { Playerr.players[1].score++; targetPlayer = Playerr.players[1].playerStates; levelUI.AddWinIndicator(1); } else { Playerr.players[0].score++; targetPlayer = Playerr.players[0].playerStates; levelUI.AddWinIndicator(0); } retVal = Playerr.returnPlayerFromStates(targetPlayer); } return(retVal); }
PlayerBase FindWinningPlayer() { //to find who won the turn PlayerBase retVal = null; StateManager targetPlayer = null; //check first to see if both players have equal health if (charM.players[0].playerStates.health != charM.players[1].playerStates.health) { //if not, then check who has the lower health, the other one is the winner if (charM.players[0].playerStates.health < charM.players[1].playerStates.health) { charM.players[1].score++; targetPlayer = charM.players[1].playerStates; levelUI.AddWinIndicator(1); } else { charM.players[0].score++; targetPlayer = charM.players[0].playerStates; levelUI.AddWinIndicator(0); } retVal = charM.returnPlayerFromStates(targetPlayer); } return(retVal); }
PlayerBase FindWinningPlayer() { //чтобы найти победителя PlayerBase retVal = null; StateManager targetPlayer = null; //проверяем равенство здоровья персонажей if (charM.players[0].playerStates.health != charM.players[1].playerStates.health) { // если не соблюдается равенство, то проверяем, у кого здоровье меньше, другой игрок будет являться победителем if (charM.players[0].playerStates.health < charM.players[1].playerStates.health) { charM.players[1].score++; targetPlayer = charM.players[1].playerStates; levelUI.AddWinIndicator(1); } else { charM.players[0].score++; targetPlayer = charM.players[0].playerStates; levelUI.AddWinIndicator(0); } retVal = charM.returnPlayerFromStates(targetPlayer); } return(retVal); }
public PlayerBase FindWinningPlayer() { PlayerBase retVall = null; StateManager targetPlayer = null; //Checa primeiro se os dois players tem a mesma vida if (charM.players[0].playerStates.health != charM.players[1].playerStates.health) { //Se nao, entao checa quem tem a menor vida, o outro vira o ganhador if (charM.players[0].playerStates.health < charM.players[1].playerStates.health) { charM.players[1].score++; targetPlayer = charM.players[1].playerStates; levelUI.AddWinIndicator(1); } else { charM.players[0].score++; targetPlayer = charM.players[0].playerStates; levelUI.AddWinIndicator(0); } retVall = charM.returnPlayerFromStates(targetPlayer); } return(retVall); }