/// <summary> /// Records a bowl with the specified pinfall and triggers the next action. /// </summary> /// <param name="pinFall"></param> public void BowlComplete(int pinFall) { // If the game is complete, ignore the bowl if (gameComplete) { return; } try { // Update the list of bowls and frame scores bowls.Add(pinFall); frameScores = ScoreMaster.ScoreFrames(bowls); scoreDisplay.FillBowls(bowls); scoreDisplay.FillFrames(frameScores); popupController.SetScore(frameScores.LastOrDefault <int>()); // Perform the next action ActionMaster.Action nextAction = ActionMaster.GetNextAction(bowls); PerformAction(nextAction); } catch (Exception ex) { if (ex is SystemException || ex is UnityException) { Debug.LogWarning("Exception occurred during BowlComplete method: " + ex.ToString() + ex.StackTrace); } else { throw; } } }
public void Bowl(int pinFall) { bowls.Add(pinFall); ActionMaster.Action nextAction = ActionMaster.NextAction(bowls); pinSetter.HandleAction(nextAction); ball.Reset(); try { scoreDisplay.FillBowls(bowls); scoreDisplay.FillFrames(ScoreMaster.ScoreCumulative(bowls)); } catch { Debug.LogError("Could not fill roll card"); } }
public void Bowl(int pinFall) { try{ bowls.Add(pinFall); ActionMaster.Action nextAction = ActionMaster.NextAction(bowls); pinSetter.PerformAction(nextAction); } catch { Debug.LogWarning("Something went wrong in Bowl"); } try{ scoreDisplay.FillBowls(bowls); scoreDisplay.FillFrameScores(ScoreMaster.ScoreCumulative(bowls)); } catch { Debug.LogWarning("FillRollCard Failed"); } ball.Reset(); inPlayTime = 25f; GameOver(); }