예제 #1
0
    public static void SetTimerActivePlayer(ePLAYER _ePlayerActive, float _fTimer)
    {
        switch (_ePlayerActive)
        {
        case ePLAYER.PLAYER1: fTimerPayer1 = _fTimer; break;

        case ePLAYER.PLAYER2: fTimerPayer2 = _fTimer; break;

        default: Debug.LogError("Error. No has pasado el Player Activo. SetTimerActivePlayer()"); break;
        }
    }
예제 #2
0
    public static float GetTimerDeactivePlayer(ePLAYER _ePlayerActive)
    {
        float fReport = 0;

        switch (_ePlayerActive)
        {
        case ePLAYER.PLAYER1: fReport = fTimerPayer2; break;

        case ePLAYER.PLAYER2: fReport = fTimerPayer1; break;

        default: Debug.LogError("Error. No has pasado el Player Activo. GetTimerDeactivePlayer()"); break;
        }
        return(fReport);
    }
예제 #3
0
    /*public static float GetTimeRound() {
     *  float fReport = fTimePerRound;
     *  if (iRoundCounter <= 0) iRoundCounter = 1;
     *  if (iRoundCounter > 0 && iRoundCounter <= fLessTimerPerRound.Length) fReport -= fLessTimerPerRound[iRoundCounter - 1];
     *  if (iRoundCounter > fLessTimerPerRound.Length) fReport = 0;
     *  return fReport;
     *
     * }*/
    public static void NextRound()
    {
        if (ePlayerActive.Equals(ePLAYER.PLAYER2))
        {
            ePlayerActive = ePLAYER.PLAYER1;
            iRoundCounter++;
        }
        else if (ePlayerActive.Equals(ePLAYER.PLAYER1))
        {
            ePlayerActive = ePLAYER.PLAYER2;
        }

        SceneManager.LoadScene("RoundScene");
    }
예제 #4
0
 //Gestión de los Jugadores
 public static void SetPlayer(ePLAYER _ePlayerActive)
 {
     ePlayerActive = _ePlayerActive;
 }