private void OnTurnFinished(object obj) { TurnFinishedInfo info = (TurnFinishedInfo)obj; Client finishedClient = NetworkingService.ClientsInRoom[info.ActorNrOfFinishedClient]; HasTurn = !finishedClient.IsLocal; playerOneHead.outlineWidth = finishedClient.IsHost ? defaultOutlineWidth : playerTurnOutlineWidth; playerTwoHead.outlineWidth = !finishedClient.IsHost ? defaultOutlineWidth : playerTurnOutlineWidth; }
private void OnTurnFinished(object obj) { TurnFinishedInfo info = (TurnFinishedInfo)obj; Client finishedClient = NetworkingService.ClientsInRoom[info.ActorNrOfFinishedClient]; if (gridState.ContainsKey(info.GridIndex)) { gridState[info.GridIndex] = finishedClient; CheckForWinCondition(finishedClient); CheckForDraw(); } }
/// <summary>Used for serializing this object to be send over the network</summary> public static byte[] Serialize(object obj) { TurnFinishedInfo info = (TurnFinishedInfo)obj; List <byte> bytes = new List <byte>(); foreach (byte b in BitConverter.GetBytes(info.ActorNrOfFinishedClient)) { bytes.Add(b); } foreach (byte b in BitConverter.GetBytes(info.GridIndex)) { bytes.Add(b); } return(bytes.ToArray()); }
public static void FinishTurn(int gridIndex) { TurnFinishedInfo info = new TurnFinishedInfo(NetworkingService.LocalClient.ActorNumber, gridIndex); NetworkingService.RaiseGameEvent(NameOfTurnFinishedEvent, info, EventReceivers.All); }