// Update is called once per frame void Update() { updatePiecesColor(); if (!tutorialMode) { if (!tutModeFin) { players [currPlayer].makeTurn(); if (players [currPlayer].playedTurn) { players [currPlayer].playedTurn = false; int otherPlayer = (currPlayer + 1) % 2; switchTurns(otherPlayer); } calculateScore(); if (checkGameOver()) { // Color winColor = endPiece.GetComponent<MeshRenderer> ().material.color; GameObject endSprite = gameOverSprites [2]; //default for tie if (score [0] > score [1]) { // winColor = players [0].playerColor; endSprite = gameOverSprites[0]; if (players[1].numPiecesLeft() > 0) { endSprite = gameOverSprites [3]; //win by lockout bc player1 can still go } } else if (score [1] > score [0]) { // winColor = players [1].playerColor; endSprite = gameOverSprites[1]; if (players[0].numPiecesLeft() > 0) { endSprite = gameOverSprites [4]; //win by lockout bc player0 can still go } } Vector3 pos = endSprite.transform.position; endSprite.transform.position = new Vector3(pos.x, pos.y, endPieceZ); if (!endSpriteSoundPlaying) { this.GetComponent <AudioSource> ().Stop(); endSprite.GetComponent <AudioSource> ().Play(); endSpriteSoundPlaying = true; } if (!homeButton.activeInHierarchy) { homeButton.SetActive(true); } players [0].gameOver = true; players [1].gameOver = true; } else { checkShowHomeButton(); } } } else { checkShowHomeButton(); if (needNewTut || tutModeFin) { if (currTut >= tutorials.Length) { //done with tutorials tutStep.deActivateBground(0); tutStep.deActivateBground(1); tutorialTextFields[0].GetComponent <Text> ().text = ""; tutorialTextFields[1].GetComponent <Text> ().text = ""; tutModeFin = true; Debug.Log("homer"); if (!homeButton.activeInHierarchy) { homeButton.SetActive(true); } needNewTut = false; } else { tutStep = tutorials [currTut].GetComponent <tutorialSteps> (); tutorialTextFields[currPlayer].GetComponent <Text> ().text = tutStep.instruction; currTut++; for (int i = 0; i < tutStep.pieceTags.Length; i++) { players [0].pieceDict [tutStep.pieceTags [i]] = tutStep.p0PieceAmt [i]; players [1].pieceDict [tutStep.pieceTags [i]] = tutStep.p1PieceAmt [i]; } needNewTut = false; } } else { int otherPlayer = (currPlayer + 1) % 2; //use the tut that's in progress till it's finished if (!players [currPlayer].playedTurn) { // Debug.Log ("waiting for currPlayer to make turn"); tutorialTextFields[otherPlayer].GetComponent <Text> ().text = ""; tutStep.deActivateBground(otherPlayer); tutStep.activateBground(currPlayer); if (tutStep.saveGameBoard) { saveGridState(); } players [currPlayer].makeTurn(); } else { testSuggestedInstructions(); if (tutStep.useCompleted) { string completedText = tutStep.completed; if (tutStep.displayScoreInCompleted) { int numBlocksUptownControl = 0; int numBlocksEmpireControl = 0; for (int i = 0; i < grid.GetLength(0); i++) { for (int j = 0; j < grid.GetLength(1); j++) { cellBehavior cellScript = grid [i, j].GetComponent <cellBehavior> (); if (cellScript.dotCount [0] > cellScript.dotCount [1]) { numBlocksUptownControl++; } else if (cellScript.dotCount [1] > cellScript.dotCount [0]) { numBlocksEmpireControl++; } } } completedText += " " + numBlocksUptownControl.ToString() + " " + tutStep.completed1; completedText += " " + numBlocksEmpireControl.ToString() + ". " + tutStep.completed2; } tutorialTextFields [currPlayer].GetComponent <Text> ().text = completedText; if (Input.GetMouseButtonDown(1)) { players [currPlayer].playedTurn = false; tutStep.activateBground(otherPlayer); tutStep.activateBground(currPlayer); switchTurns(otherPlayer); needNewTut = true; } } else { tutorialTextFields[currPlayer].GetComponent <Text> ().text = tutStep.badCompleted; if (Input.GetMouseButtonDown(1)) { players [currPlayer].playedTurn = false; Debug.Log("it was set to false"); // Debug.Break (); tutorialTextFields[currPlayer].GetComponent <Text> ().text = tutStep.instruction; for (int i = 0; i < grid.GetLength(0); i++) { for (int j = 0; j < grid.GetLength(1); j++) { grid [i, j].GetComponent <cellBehavior> ().goBackToPrevState(); } } players [currPlayer].firstTurn = players [currPlayer].oldFirstTurn; tutStep.useCompleted = true; for (int i = 0; i < tutStep.pieceTags.Length; i++) { players [0].pieceDict [tutStep.pieceTags [i]] = tutStep.p0PieceAmt [i]; players [1].pieceDict [tutStep.pieceTags [i]] = tutStep.p1PieceAmt [i]; } } } } calculateScore(); } } }
// Update is called once per frame void Update () { updatePiecesColor (); if (!tutorialMode) { if (!tutModeFin) { players [currPlayer].makeTurn (); if (players [currPlayer].playedTurn) { players [currPlayer].playedTurn = false; int otherPlayer = (currPlayer + 1) % 2; switchTurns (otherPlayer); } calculateScore (); if (checkGameOver ()) { // Color winColor = endPiece.GetComponent<MeshRenderer> ().material.color; GameObject endSprite = gameOverSprites [2]; //default for tie if (score [0] > score [1]) { // winColor = players [0].playerColor; endSprite = gameOverSprites[0]; if (players[1].numPiecesLeft() > 0){ endSprite = gameOverSprites [3]; //win by lockout bc player1 can still go } } else if (score [1] > score [0]) { // winColor = players [1].playerColor; endSprite = gameOverSprites[1]; if (players[0].numPiecesLeft() > 0){ endSprite = gameOverSprites [4]; //win by lockout bc player0 can still go } } Vector3 pos = endSprite.transform.position; endSprite.transform.position = new Vector3 (pos.x, pos.y, endPieceZ); if (!endSpriteSoundPlaying) { this.GetComponent<AudioSource> ().Stop (); endSprite.GetComponent<AudioSource> ().Play (); endSpriteSoundPlaying = true; } if (!homeButton.activeInHierarchy) homeButton.SetActive (true); players [0].gameOver = true; players [1].gameOver = true; } else { checkShowHomeButton (); } } } else { checkShowHomeButton (); if (needNewTut || tutModeFin) { if (currTut >= tutorials.Length) { //done with tutorials tutStep.deActivateBground (0); tutStep.deActivateBground (1); tutorialTextFields[0].GetComponent<Text> ().text = ""; tutorialTextFields[1].GetComponent<Text> ().text = ""; tutModeFin = true; Debug.Log ("homer"); if (!homeButton.activeInHierarchy) homeButton.SetActive (true); needNewTut = false; } else { tutStep = tutorials [currTut].GetComponent<tutorialSteps> (); tutorialTextFields[currPlayer].GetComponent<Text> ().text = tutStep.instruction; currTut++; for (int i = 0; i < tutStep.pieceTags.Length; i++) { players [0].pieceDict [tutStep.pieceTags [i]] = tutStep.p0PieceAmt [i]; players [1].pieceDict [tutStep.pieceTags [i]] = tutStep.p1PieceAmt [i]; } needNewTut = false; } } else { int otherPlayer = (currPlayer + 1) % 2; //use the tut that's in progress till it's finished if (!players [currPlayer].playedTurn) { // Debug.Log ("waiting for currPlayer to make turn"); tutorialTextFields[otherPlayer].GetComponent<Text> ().text = ""; tutStep.deActivateBground(otherPlayer); tutStep.activateBground (currPlayer); if (tutStep.saveGameBoard) { saveGridState (); } players [currPlayer].makeTurn (); } else { testSuggestedInstructions (); if (tutStep.useCompleted) { string completedText = tutStep.completed; if (tutStep.displayScoreInCompleted){ int numBlocksUptownControl = 0; int numBlocksEmpireControl = 0; for (int i = 0; i < grid.GetLength (0); i++) { for (int j = 0; j < grid.GetLength (1); j++) { cellBehavior cellScript = grid [i, j].GetComponent<cellBehavior> (); if (cellScript.dotCount [0] > cellScript.dotCount [1]) { numBlocksUptownControl++; } else if (cellScript.dotCount [1] > cellScript.dotCount [0]) { numBlocksEmpireControl++; } } } completedText += " " + numBlocksUptownControl.ToString() + " " + tutStep.completed1; completedText += " " + numBlocksEmpireControl.ToString () + ". " + tutStep.completed2; } tutorialTextFields [currPlayer].GetComponent<Text> ().text = completedText; if (Input.GetMouseButtonDown (1)) { players [currPlayer].playedTurn = false; tutStep.activateBground (otherPlayer); tutStep.activateBground (currPlayer); switchTurns (otherPlayer); needNewTut = true; } } else { tutorialTextFields[currPlayer].GetComponent<Text> ().text = tutStep.badCompleted; if (Input.GetMouseButtonDown (1)) { players [currPlayer].playedTurn = false; Debug.Log ("it was set to false"); // Debug.Break (); tutorialTextFields[currPlayer].GetComponent<Text> ().text = tutStep.instruction; for (int i = 0; i < grid.GetLength (0); i++) { for (int j = 0; j < grid.GetLength (1); j++) { grid [i, j].GetComponent<cellBehavior> ().goBackToPrevState (); } } players [currPlayer].firstTurn = players [currPlayer].oldFirstTurn; tutStep.useCompleted = true; for (int i = 0; i < tutStep.pieceTags.Length; i++) { players [0].pieceDict [tutStep.pieceTags [i]] = tutStep.p0PieceAmt [i]; players [1].pieceDict [tutStep.pieceTags [i]] = tutStep.p1PieceAmt [i]; } } } } calculateScore (); } } }
// Update is called once per frame void Update () { updatePiecesColor (); if (!tutorialMode) { if (!tutModeFin) { players [currPlayer].makeTurn (); if (players [currPlayer].playedTurn) { players [currPlayer].playedTurn = false; currPlayer = (currPlayer + 1) % 2; } calculateScore (); if (checkGameOver ()) { Color winColor = endPiece.GetComponent<MeshRenderer> ().material.color; if (score [0] > score [1]) { winColor = players [0].playerColor; } else if (score [1] > score [0]) { winColor = players [1].playerColor; } endPiece.GetComponent<MeshRenderer> ().material.color = winColor; Vector3 pos = endPiece.transform.position; endPiece.transform.position = new Vector3 (pos.x, pos.y, endPieceZ); homeButton.SetActive (true); players [0].gameOver = true; players [1].gameOver = true; } } } else { if (needNewTut || tutModeFin) { if (currTut >= tutorials.Length) { // if (Input.GetMouseButtonDown (1)) { tutStep.deActivateBground (); tutorialTextField.GetComponent<Text> ().text = ""; //tuts are over // tutorialMode = false; tutModeFin = true; Debug.Log ("homer"); if (!homeButton.activeInHierarchy) homeButton.SetActive (true); needNewTut = false; // } } else { tutStep = tutorials [currTut].GetComponent<tutorialSteps> (); tutorialTextField.GetComponent<Text> ().text = tutStep.instruction; currTut++; for (int i = 0; i < tutStep.pieceTags.Length; i++) { //set pieces up players [0].pieceDict [tutStep.pieceTags [i]] = tutStep.p0PieceAmt [i]; players [1].pieceDict [tutStep.pieceTags [i]] = tutStep.p1PieceAmt [i]; } needNewTut = false; } } else { //use the tut that's in progress till it's finished if (!players [currPlayer].playedTurn) { if (Input.GetMouseButton (0)) { tutorialTextField.GetComponent<Text> ().text = ""; tutStep.deActivateBground (); } else { tutorialTextField.GetComponent<Text> ().text = tutStep.instruction; tutStep.activateBground (); } players [currPlayer].makeTurn (); } else { tutorialTextField.GetComponent<Text> ().text = tutStep.completed; if (Input.GetMouseButtonDown (1)) { players [currPlayer].playedTurn = false; currPlayer = (currPlayer + 1) % 2; needNewTut = true; // if (currTut < tutorials.Length) { tutStep.activateBground (); // } } } calculateScore (); } } }
// Update is called once per frame void Update() { updatePiecesColor(); if (!tutorialMode) { if (!tutModeFin) { players [currPlayer].makeTurn(); if (players [currPlayer].playedTurn) { players [currPlayer].playedTurn = false; currPlayer = (currPlayer + 1) % 2; } calculateScore(); if (checkGameOver()) { Color winColor = endPiece.GetComponent <MeshRenderer> ().material.color; if (score [0] > score [1]) { winColor = players [0].playerColor; } else if (score [1] > score [0]) { winColor = players [1].playerColor; } endPiece.GetComponent <MeshRenderer> ().material.color = winColor; Vector3 pos = endPiece.transform.position; endPiece.transform.position = new Vector3(pos.x, pos.y, endPieceZ); homeButton.SetActive(true); players [0].gameOver = true; players [1].gameOver = true; } } } else { if (needNewTut || tutModeFin) { if (currTut >= tutorials.Length) { // if (Input.GetMouseButtonDown (1)) { tutStep.deActivateBground(); tutorialTextField.GetComponent <Text> ().text = ""; //tuts are over // tutorialMode = false; tutModeFin = true; Debug.Log("homer"); if (!homeButton.activeInHierarchy) { homeButton.SetActive(true); } needNewTut = false; // } } else { tutStep = tutorials [currTut].GetComponent <tutorialSteps> (); tutorialTextField.GetComponent <Text> ().text = tutStep.instruction; currTut++; for (int i = 0; i < tutStep.pieceTags.Length; i++) { //set pieces up players [0].pieceDict [tutStep.pieceTags [i]] = tutStep.p0PieceAmt [i]; players [1].pieceDict [tutStep.pieceTags [i]] = tutStep.p1PieceAmt [i]; } needNewTut = false; } } else { //use the tut that's in progress till it's finished if (!players [currPlayer].playedTurn) { if (Input.GetMouseButton(0)) { tutorialTextField.GetComponent <Text> ().text = ""; tutStep.deActivateBground(); } else { tutorialTextField.GetComponent <Text> ().text = tutStep.instruction; tutStep.activateBground(); } players [currPlayer].makeTurn(); } else { tutorialTextField.GetComponent <Text> ().text = tutStep.completed; if (Input.GetMouseButtonDown(1)) { players [currPlayer].playedTurn = false; currPlayer = (currPlayer + 1) % 2; needNewTut = true; // if (currTut < tutorials.Length) { tutStep.activateBground(); // } } } calculateScore(); } } }