public void SendMoveAfterRestarting(SC_MultiPlayer_TileLogic tile) { print("SendMove"); Dictionary <string, object> _moveToSend = new Dictionary <string, object>(); point _to = new point(); _to.row = tile.Row; _to.col = tile.Col; SC_MultiPlayer_Globals.SoldierRank strength = currentSelectedPiece.piece.pieceStrengh; _moveToSend.Add("toRow", _to.row); _moveToSend.Add("toCol", _to.col); //_moveToSend.Add("number", currentSelectedPiece.name); _moveToSend.Add("strength", strength); if (currentSelectedPiece.piece != null) { int result = Int32.Parse(System.Text.RegularExpressions.Regex.Match(currentSelectedPiece.piece.name, @"\d+").Value); _moveToSend.Add("name", result); } string _jsonToSend = MiniJSON.Json.Serialize(_moveToSend); Debug.Log(_jsonToSend); WarpClient.GetInstance().sendMove(_jsonToSend); }
public void SendMove(SC_MultiPlayer_TileLogic tile) { if (isMyTurn) { print("SendMove"); Dictionary <string, object> _moveToSend = new Dictionary <string, object>(); point _from = new point(); point _to = new point(); _to.row = tile.row; _to.col = tile.col; _from.row = currentSelectedPiece.piece.currentTileRow; _from.col = currentSelectedPiece.piece.currentTileCol; _to.row = tile.Row; _to.col = tile.Col; SC_MultiPlayer_Globals.SoldierRank strength = currentSelectedPiece.piece.pieceStrengh; _moveToSend.Add("fromRow", _from.row); _moveToSend.Add("fromCol", _from.col); _moveToSend.Add("toRow", _to.row); _moveToSend.Add("toCol", _to.col); _moveToSend.Add("strength", strength); string _jsonToSend = MiniJSON.Json.Serialize(_moveToSend); Debug.Log(_jsonToSend); WarpClient.GetInstance().sendMove(_jsonToSend); } }
//opponet move public void OnMoveCompleted(MoveEvent _Move) { print("onMoveComplete.count = " + onMoveCompletedCounter); //Debug.Log("OnMoveCompleted " + _Move.getMoveData() + " " + _Move.getNextTurn() + " " + _Move.getSender()); if (_Move.getSender() != SC_MultiPlayer_Globals.userName && _Move.getMoveData() != null && SC_MultiPlayer_Globals.GamePhase == SC_MultiPlayer_Globals.GameSituation.setPieces && onMoveCompletedCounter > 3 && doneRestarting == false) { Dictionary <string, object> _recievedData = MiniJSON.Json.Deserialize(_Move.getMoveData()) as Dictionary <string, object>; if (_recievedData != null) { int _toCol = 9 - Convert.ToInt32(_recievedData["toCol"]); int _toRow = 9 - Convert.ToInt32(_recievedData["toRow"]); //int _fromCol = 9 - Convert.ToInt32(_recievedData["fromCol"]); //int _fromRow = 9 - Convert.ToInt32(_recievedData["fromRow"]); SC_MultiPlayer_Globals.SoldierRank strength = (SC_MultiPlayer_Globals.SoldierRank)Enum.Parse(typeof(SC_MultiPlayer_Globals.SoldierRank), _recievedData["strength"].ToString()); SC_MultiPlayer_View.Instance.movePieceToNewLocation(SC_MultiPlayer_Globals.Instance.unityObjects["Enemy (" + _recievedData["name"] + ")"].GetComponent <SC_MultiPlayer_PieceLogic>(), gameBoard[_toRow][_toCol].tile.GetComponent <SC_MultiPlayer_TileLogic>()); print("inside the first if!!!!!"); } } else if (hasTransferedInfo && _Move.getSender() != SC_MultiPlayer_Globals.userName) { print("(hasTransferedInfo && _Move.getSender() != SC_MultiPlayer_Globals.userName)"); hasTransferedInfo = false; SetEnemyPieces(_Move); InitializeEnemyPieces(); } else if (_Move.getSender() != SC_MultiPlayer_Globals.userName && _Move.getMoveData() != null && onMoveCompletedCounter > 2 && SC_MultiPlayer_Globals.GamePhase == SC_MultiPlayer_Globals.GameSituation.Running) { print("before the dictonery1"); Dictionary <string, object> _recievedData = MiniJSON.Json.Deserialize(_Move.getMoveData()) as Dictionary <string, object>; if (_recievedData != null) { //print("_recievedData= fromCol" + _recievedData["fromCol"] + " toCol= " + _recievedData["toCol"]); ProccessMove(_recievedData); } } if (_Move.getNextTurn() == SC_MultiPlayer_Globals.userName) { isMyTurn = true; } else { isMyTurn = false; } SwitchTurn(); onMoveCompletedCounter++; }
private void ProccessMove(Dictionary <string, object> recievedData) { int _toCol, _fromCol, _toRow, _fromRow; //SC_MultiPlayer_Globals.SoldierRank strength = (SC_MultiPlayer_Globals.SoldierRank) recievedData["strength"]; SC_MultiPlayer_Globals.SoldierRank strength = (SC_MultiPlayer_Globals.SoldierRank)Enum.Parse(typeof(SC_MultiPlayer_Globals.SoldierRank), recievedData["strength"].ToString()); _fromCol = 9 - Convert.ToInt32(recievedData["fromCol"]); _fromRow = 9 - Convert.ToInt32(recievedData["fromRow"]); _toRow = 9 - Convert.ToInt32(recievedData["toRow"]); _toCol = 9 - Convert.ToInt32(recievedData["toCol"]); print("fromRow= " + _fromRow + " fromCol= " + _fromCol + " toRow" + _toRow + " toCol= " + _toCol); currentSelectedPiece.piece = gameBoard[_fromRow][_fromCol].piece; EnemyTurn(_toRow, _toCol, _fromRow, _fromCol); }