void Start() { logger = new QuestGame.Logger(); logger.info("GameManager.cs :: Initializing Game..."); gameUsers = new Users(textBoxInput, 0); totalUsers = gameUsers.getNumberOfUsers(); logger.info("GameManager.cs :: Calling AdventureDeck..."); advDeck.populateDeck(); logger.info("GameManager.cs :: Calling StoryDeck..."); storyDeck.populateDeck(); passed = new bool[4] { false, false, false, false }; //// storyDeck.populateEventsDeck (); // PickUpAdventureCards (0, 12); // PickUpAdventureCards (1, 15); // PickUpAdventureCards (2, 12); // PickUpAdventureCards (3, 12); for (int i = 0; i < textBoxInput; i++) { PickUpAdventureCards(i, 12); } logger.info("GameManager.cs :: Game has been created with " + totalUsers + " players."); togglePlayerCanvas(playerTurn); }
public string getRank() { if (12 > this.shields && this.shields >= 5) { logger.info("User.cs :: Ranking Up: " + this.user_name); this.rank = "Knight"; this.gameObject.transform.GetChild(1).GetComponent <Image> ().sprite = Knight; } else if (22 > this.shields && this.shields >= 12) { logger.info("User.cs :: Ranking Up: " + this.user_name); this.gameObject.transform.GetChild(1).GetComponent <Image> ().sprite = ChampionKnight; this.rank = "Champion Knight"; } else if (this.shields >= 22) { logger.info("User.cs :: Ranking Up: " + this.user_name); this.rank = "Knight Of the Round Table"; } this.gameObject.transform.GetChild(4).GetComponent <Text>().text = ("Rank: " + this.rank); return(this.rank); }
// protected Sprite KnightOfTheRoundTable = (Resources.Load("sprites/") as Sprite); //public GameObject user_rank_ui; //public GameObject hand; //canvas for their hand /*public User(string user_name){ * this.user_name = user_name; * this.shields = 0; * this.baseAttack = 5; * this.rank = RANK_NAME [0]; * }*/ public void Initialize(string user_name, bool ai) { logger = new QuestGame.Logger(); this.user_name = user_name; this.shields = 0; this.baseAttack = 5; this.rank = RANK_NAME [0]; this.ai = ai; this.hand_ally = new List <AdventureCard> (); Squire = (Resources.Load <Sprite>("sprites/Squire") as Sprite); Knight = (Resources.Load <Sprite>("sprites/Knight") as Sprite); ChampionKnight = (Resources.Load <Sprite>("sprites/Champion Knight") as Sprite); this.gameObject.transform.GetChild(3).GetComponent <Text>().text = ("Player: " + this.user_name); this.gameObject.transform.GetChild(4).GetComponent <Text>().text = ("Rank: " + this.rank); this.gameObject.transform.GetChild(5).GetComponent <Text>().text = ("Shields: " + this.shields); this.gameObject.transform.GetChild(6).GetComponent <Text>().text = ("BattlePoints: " + this.baseAttack); this.gameObject.transform.GetChild(1).GetComponent <Image> ().sprite = Squire; logger.info("User.cs :: Initializing Player... " + this.user_name); }
public void beginTournament(User currentUser, Users Players) { participants = Players.getNumberOfUsers(); logger.info("TournamentManager.cs :: Beginning Tournament."); foreach (GameObject currentPlayer in Players.getUsers()) { logger.test("TournamentManager.cs :: Executing Tournament with players " + currentPlayer.GetComponent <User>().getName()); SubmissionZone = Resources.Load("PreFabs/aStage") as GameObject; SubmitButton = Resources.Load("Prefabs/TournamentSubmit") as GameObject; SubmissionZone = Instantiate(SubmissionZone, currentPlayer.transform); SubmitButton = Instantiate(SubmitButton, currentPlayer.transform); if (currentPlayer != currentUser.gameObject) { SubmissionZone.gameObject.SetActive(false); SubmitButton.gameObject.SetActive(false); } } }
public void populateEventsDeck() { logger.info("StoryDeck.cs :: Populating Deck with Event Cards."); List <string> RList1 = new List <string> { "King's Recognition", "Queen's Favor" }; List <string> RList4 = new List <string> { "Prosperity Throughout the Realm", "King's Call to Arms" }; List <string> RList3 = new List <string> { "Court Called to Camelot", "Pox" }; List <string> RList5 = new List <string> { "Plague", "Chivalrous Deed" }; }
void Start() { gameUsers = new Users(textBoxInput, 0); totalUsers = gameUsers.getNumberOfUsers(); advDeck.populateDeck(); //storyDeck.populateDeck (); passed = new bool[4] { false, false, false, false }; logger = new QuestGame.Logger(); logger.info("GameManager.cs :: Game has been created with " + totalUsers + " players."); logger.info("GameManager.cs :: Adventure advDeck has been created. with sizes of " + advDeck.getSizeOfDeck()); logger.info("GameManager.cs :: Story storyDeck has been created. with sizes of " + storyDeck.getSizeOfDeck()); logger.info("GameManager.cs :: Game has been created with " + totalUsers + " players."); logger.info("GameManager.cs :: Adventure advDeck has been created. with sizes of " + advDeck.getSizeOfDeck()); logger.info("GameManager.cs :: Story storyDeck has been created. with sizes of " + storyDeck.getSizeOfDeck()); PickUpAdventureCard(0, "Saxons"); PickUpAdventureCard(0, "Boar"); PickUpAdventureCard(0, "Dagger"); PickUpAdventureCard(0, "Sword"); PickUpAdventureCard(1, "Sword"); PickUpAdventureCard(2, "Horse"); PickUpAdventureCard(2, "Excalibur"); PickUpAdventureCard(2, "Amour"); PickUpAdventureCard(3, "Battle-ax"); PickUpAdventureCard(3, "Lance"); PickUpAdventureCard(3, "Thieves"); PickUpAdventureCards(0, 8); PickUpAdventureCards(1, 11); PickUpAdventureCards(2, 9); PickUpAdventureCards(3, 9); togglePlayerCanvas(playerTurn); }
void displayUsersInfo() { string names = ""; string ranks = ""; string shields = ""; string battlePoint = ""; string cardsinHand = ""; // User cc = gameUsers.findByUserName ("Player" + userInfoTurn).GetComponent<User> (); // Get User. int numUsers = gameUsers.getUsers().Count; foreach (GameObject i in gameUsers.getUsers()) { names += (i.GetComponent <User>().getName()); names += "\n"; ranks += (i.GetComponent <User>().getRank()); ranks += "\n"; shields += (i.GetComponent <User>().getShields()); shields += "\n"; battlePoint += (i.GetComponent <User>().getbaseAttack()); battlePoint += "\n"; cardsinHand += (i.GetComponent <User>().getHand().transform.childCount); cardsinHand += "\n"; // for(int k = 0; k < numUsers; k++){ // for(int j = 0; j < i.GetComponent<User>().getHand().transform.childCount; j++){ // GameObject temp = Instantiate (Resources.Load ("PreFabs/SmallCard") as GameObject, new Vector2 (k, j), Quaternion.identity); // temp.transform.SetParent (GameObject.Find("MainUI").transform); // } // } // shields.Add (i.GetComponent<User>().getShields ()); // battlePoints.Add (i.GetComponent<User>().getbaseAttack ()); // cardsinHand.Add (i.GetComponent<User>().getHand().transform.childCount); } PlayerStats.transform.GetChild(0).GetComponent <Text>().text = "Player: " + names; PlayerStats.transform.GetChild(1).GetComponent <Text>().text = "Rank: " + ranks; PlayerStats.transform.GetChild(2).GetComponent <Text>().text = "Shields: " + shields; PlayerStats.transform.GetChild(3).GetComponent <Text>().text = "Base Points: " + battlePoint; PlayerStats.transform.GetChild(4).GetComponent <Text>().text = "Cards In Hand: " + cardsinHand; logger.info("GameManager.cs ::" + "Players: " + names); logger.info("GameManager.cs ::" + "Rank: " + ranks); logger.info("GameManager.cs ::" + "Shields: " + shields); logger.info("GameManager.cs ::" + "Base Points: " + battlePoint); logger.info("GameManager.cs ::" + "Cards In Hand: " + cardsinHand); }
// Use this for initialization void Start() { logger.info("HandManager.cs :: Initialzing HandManager."); layout = this.GetComponent <HorizontalLayoutGroup> (); }
public void Playthrough(GameObject participant, int stage) { bool foeStage = false; bool testStage = false; AdventureCard testCard = null; logger.info("QuestManager.cs :: Playthrough :: Starting Playthrough at beginning stage: " + stage); Debug.Log("Starting PLAYTHROUGH"); Debug.Log("The stage beginning is: " + stage); //GameObject tempDisplay = null; //change between participants, knock them out, continue through stages for (int x = 0; x < numStages; x++) { Debug.Log("Stage: " + x); foreach (AdventureCard c in currentQuest[x]) { Debug.Log(c.getName()); } } List <AdventureCard> tempList = currentQuest[stage]; foreach (AdventureCard c in tempList) { if (c.getType() == "Foe") { foeStage = true; logger.info("QuestManager.cs :: Playthrough :: Card is of type: " + c.getType()); Debug.Log("foeStage is true"); } else if (c.getType() == "Test") { testStage = true; testCard = c; logger.info("QuestManager.cs :: Playthrough :: Card is of type: " + c.getType()); Debug.Log("testStage is true"); } } if (foeStage) { //display a foe background image Debug.Log("starting the foe stage"); logger.info("QuestManager.cs :: Playthrough :: Initialzing Foe Stage"); //tempDisplay = DisplayStage(testCard); runThroughFoeStage(participant, currentQuest[stage]); //StartCoroutine (runThroughFoeStage (stage)); //participants = runThroughFoeStage (participants, stage); } else if (testStage) { //display the test image and the current bid score Debug.Log("starting the test stage"); //tempDisplay = DisplayStage(testCard); logger.info("QuestManager.cs :: Playthrough :: Initialzing Test Stage."); //participants = biddingWar(participants, testCard); } //destroy stages and displayedCard //Destroy(tempDisplay); //draw card for each participant //drawCards(participants); }
//check for allies, tests, weapons, foes etc....... public void submitCardsQuest() { logger.info("SubmitCards.cs :: Checking the current submission of cards for a quest"); listOfStages = new List <List <AdventureCard> > (); //get num stages and stage objects test = false; Quest storycard = GameObject.FindGameObjectWithTag("StoryCard").GetComponent <Quest>(); int numStages = storycard.getStages(); GameObject[] stages = GameObject.FindGameObjectsWithTag("Stage"); //check each stage submit is correct for (int i = 0; i < numStages; i++) { logger.info("SubmitCards.cs :: Checking if stage " + i + " is eligible for submission"); //Debug.Log(stages[i].GetComponent<RectTransform>().position.x); <-----------Goes negative to positive bool foe = false; bool testCurrentStage = false; bool weapons = false; //make a list of children (cards) List <AdventureCard> cards = new List <AdventureCard>(); foreach (Transform j in stages[i].transform) { //if contains a weapon Debug.Log(j.gameObject.GetComponent <AdventureCard> ().getType()); if (j.gameObject.GetComponent <AdventureCard> ().getType() == "Weapon") { //check if duplicates of weapons logger.info("SubmitCards.cs :: There is a " + j.gameObject.GetComponent <AdventureCard> ().getName() + " card"); weapons = true; if (sameName(j.gameObject.GetComponent <AdventureCard> ().getName(), cards)) { logger.warn("SubmitCards.cs :: There are weapons of the same name. This submission is not eligible"); return; } } //check if multiple tests in one stage and across all stages if (j.gameObject.GetComponent <AdventureCard> ().getType() == "Test" && testCurrentStage == true) { logger.warn("SubmitCards.cs :: There are multiple 'Test' cards in this stage. This submission is not eligible"); return; } else if (j.gameObject.GetComponent <AdventureCard> ().getType() == "Test" && test == true) { logger.warn("SubmitCards.cs :: There are multiple 'Test' cards among all stages. This submission is not eligible"); return; } else if (j.gameObject.GetComponent <AdventureCard> ().getType() == "Test" && test == false) { test = true; testCurrentStage = true; logger.info("SubmitCards.cs :: There is a " + j.gameObject.GetComponent <AdventureCard> ().getName() + " card"); } //check if multiple foes are in single stage if (j.gameObject.GetComponent <AdventureCard> ().getType() == "Foe" && foe == true) { logger.warn("SubmitCards.cs :: There are multiple 'Foe' cards in this stage. This submission is not eligible"); return; } else if (j.gameObject.GetComponent <AdventureCard> ().getType() == "Foe" && foe == false) { logger.info("SubmitCards.cs :: There is a " + j.gameObject.GetComponent <AdventureCard> ().getName() + " card"); foe = true; } //if contains an ally then return if (j.gameObject.GetComponent <AdventureCard> ().getType() == "Ally") { logger.info("SubmitCards.cs :: This stage contains an 'Ally'. This submission is not eligible"); return; } cards.Add(j.gameObject.GetComponent <AdventureCard>()); logger.info("SubmitCards.cs :: Adding the card " + j.gameObject.GetComponent <AdventureCard> ().getName() + " to the current stage"); //Debug.Log (j.gameObject.GetComponent<AdventureCard>().getName()); } //return if both a foe and test are present or neither are present if (testCurrentStage && foe) { logger.warn("SubmitCards.cs :: This stage contains a 'Foe' and a 'Test' card. This submission is not elligible"); return; } else if (!testCurrentStage && !foe) { logger.warn("SubmitCards.cs :: This stage does not contain a 'Foe' or 'Test' card. This submission is not elligible"); return; } if (testCurrentStage && weapons) { logger.warn("SubmitCards.cs :: This stage contains a 'Test' and a 'Weapon' card. This submission is not eligible"); return; } logger.info("SubmitCards.cs :: Adding the current stage to the quest"); listOfStages.Insert(i, cards); } int[] bpps = new int[numStages]; for (int y = 0; y < numStages; y++) { bpps[y] = 0; } foreach (List <AdventureCard> k in listOfStages) { foreach (AdventureCard h in k) { logger.info("SubmitCards.cs :: Calculating battle points for the current stage"); if (h.getType() == "Test") { bpps [listOfStages.IndexOf(k)] = 0; logger.info("SubmitCards.cs :: This stage has a 'Test' and requires no battle points"); } else { if (h.getType() == "Weapon") { bpps [listOfStages.IndexOf(k)] += h.getBattlePoints(); } else if (h.getType() == "Foe") { if (storycard.getBonusFoe() == h.getName() || storycard.getBonusFoe() == "All") { logger.info("SubmitCards.cs :: the 'Foe' name and bonus foe of the 'Quest' match. Using the higher of the two battle points"); bpps [listOfStages.IndexOf(k)] += h.getBonusBattlePoints(); } else { bpps [listOfStages.IndexOf(k)] += h.getBattlePoints(); logger.info("SubmitCards.cs :: the 'Foe' '" + h.getName() + "' does not match the bonus foe of the 'Quest'. Using the lower of the two battle points"); } } } } Debug.Log("bpps = " + bpps[listOfStages.IndexOf(k)]); } for (int t = 1; t < numStages + 1; t++) { if (bpps[t - 1] != 0) { if (t < bpps.Length) { if (bpps[t - 1] > bpps[t]) { return; } } } } Debug.Log("adding stages"); foreach (List <AdventureCard> s in listOfStages) { foreach (AdventureCard a in s) { GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManager> ().advDeck.GetComponent <AdventureDeck> ().adventureDeck.Add(a.getName()); } } GameObject.Find("QuestManager").GetComponent <QuestManager> ().setStages(listOfStages); foreach (GameObject k in stages) { Destroy(k); } GameObject.Find("QuestManager").GetComponent <QuestManager> ().setToggle(true); GameManager gm = GameObject.Find("GameManager").GetComponent <GameManager> (); gm.playerTurn++; if (gm.playerTurn > 3) { gm.playerTurn = 0; } gm.togglePlayerCanvas(gm.playerTurn); gm.questInProgress = true; Destroy(this.gameObject); //get cards attatched to each stage //create each respective stage (number to beat , or test) }
public void populateDeck() { List <string> RList1 = new List <string>() { "Sword", "Saxon Knight", "Battle-ax", "Dagger", "Dragon", "Sir Lancelot", "Lance", "Boar", "Horse", "Test of Valor", "Boar", "Mordred", "Black Knight", "Horse", "Amour", "Sword", "Robber Knight", "Battle-ax", "Thieves" }; List <string> RList2 = new List <string>() { "Horse", "Boar", "Sword", "Saxon Knight", "Horse", "Dagger", "King Pellinore", "Dagger", "Sir Percival", "Giant", "Amour", "Dagger", "Robber Knight", "Sword", "Evil Knight", "Thieves", "Sword" }; List <string> RList3 = new List <string>() { "Queen Iseult", "Saxon Knight", "Sword", "Merlin", "Giant", "Thieves", "Mordred", "Horse", "Saxons", "Amour", "Dagger", "Lance", "Robber Knight", "Battle-ax", "Evil Knight", "Thieves", "Sword" }; List <string> RList4 = new List <string>() { "Battle-ax", "Battle-ax", "Queen Guinevere", "Sword", "Saxon Knight", "Test of Temptation", "Green Knight", "Saxons", "Horse", "Amour", "Amour", "Lance", "Robber Knight", "Battle-ax", "Sword" }; List <string> RList5 = new List <string>() { "Mordred", "King Arthur", "Lance", "Saxons", "Test of Temptation", "Sword", "Saxon Knight", "Green Knight", "Mordred", "Dagger", "Evil Knight", "Sword", "Evil Knight", "Thieves", "Sword" }; List <string> RList6 = new List <string>() { "Sir Gawain", "Excalibur", "Amour", "Horse", "Test of Morgan Le Fey", "Black Knight", "Sword", "Saxon Knight", "Battle-ax", "Horse", "Saxons", "Robber Knight", "Thieves" }; List <string> RList7 = new List <string>() { "Sir Galahad", "Horse", "Excalibur", "Boar", "Test of Morgan Le Fey", "Robber Knight", "Horse", "Amour", "Sword", "Saxon Knight", "Saxons", "Sword", "Battle-ax", "Evil Knight", "Thieves" }; List <string> RList8 = new List <string>() { "Sir Tristan", "Test of Valor", "Lance", "Evil Knight", "Thieves", "Test of the Questing Beast", "Test of the Questing Beast", "Sword", "Saxon Knight", "Lance", "Black Knight", "Horse", "Amour", "Robber Knight" }; logger.info("AdventureDeck.cs :: Populating Deck with cards."); int ranStart = 0; while (RList1.Count != 0 && RList2.Count != 0 && RList3.Count != 0 && RList4.Count != 0 && RList5.Count != 0 && RList6.Count != 0 && RList7.Count != 0 && RList8.Count != 0) { ranStart = Random.Range(1, 8); if (ranStart == 1) { if (RList1.Count >= 1) { int Ran = Random.Range(0, RList1.Count); // Debug.Log (RList1[Ran]); adventureDeck.Add(RList1[Ran]); RList1.RemoveAt(Ran); } else { ranStart = 2; } } if (ranStart == 2) { if (RList2.Count >= 1) { int Ran = Random.Range(0, RList2.Count); // Debug.Log (RList2[Ran]); adventureDeck.Add(RList2[Ran]); RList2.RemoveAt(Ran); } else { ranStart = 3; } } if (ranStart == 3) { if (RList3.Count >= 1) { int Ran = Random.Range(0, RList3.Count); adventureDeck.Add(RList3[Ran]); RList3.RemoveAt(Ran); } else { ranStart = 4; } } if (ranStart == 4) { if (RList4.Count >= 1) { int Ran = Random.Range(0, RList4.Count); adventureDeck.Add(RList4[Ran]); RList4.RemoveAt(Ran); } else { ranStart = 5; } } if (ranStart == 5) { if (RList1.Count >= 1) { int Ran = Random.Range(0, RList5.Count); adventureDeck.Add(RList5[Ran]); RList5.RemoveAt(Ran); } else { ranStart = 6; } } if (ranStart == 6) { if (RList6.Count >= 1) { int Ran = Random.Range(0, RList6.Count); adventureDeck.Add(RList6[Ran]); RList6.RemoveAt(Ran); } else { ranStart = 7; } } if (ranStart == 7) { if (RList7.Count >= 1) { int Ran = Random.Range(0, RList7.Count); adventureDeck.Add(RList7[Ran]); RList7.RemoveAt(Ran); } else { ranStart = 8; } } if (ranStart == 8) { if (RList8.Count >= 1) { int Ran = Random.Range(0, RList8.Count); adventureDeck.Add(RList8[Ran]); RList8.RemoveAt(Ran); } else { break; } } /* * adventureDeck.Add("Saxon Knight", 8); * adventureDeck.Add("Sir Gawain", 1); * adventureDeck.Add("Test of Temptation", 2); * adventureDeck.Add("Sir Percival", 1); * adventureDeck.Add("Test of the Questing Beast", 2); * adventureDeck.Add("Sir Lancelot", 1); * adventureDeck.Add("Sir Tristan", 1); * adventureDeck.Add("Lance", 6); * adventureDeck.Add("Merlin", 1); * adventureDeck.Add("Test of Morgan Le Fey", 2); * adventureDeck.Add("Dagger", 6); * adventureDeck.Add("Sir Galahad", 1); * adventureDeck.Add ("Amour", 8); * adventureDeck.Add("Mordred", 4); * adventureDeck.Add("Horse", 11); * adventureDeck.Add("King Arthur", 1); * adventureDeck.Add("Thieves", 8); * adventureDeck.Add("Boar", 4); * adventureDeck.Add("Sword", 16); * adventureDeck.Add("Robber Knight", 7); * adventureDeck.Add("Green Knight", 2); * adventureDeck.Add("Giant", 2); * adventureDeck.Add("Queen Guinevere", 1); * adventureDeck.Add("Test of Valor", 2); * adventureDeck.Add("Queen Iseult", 1); * adventureDeck.Add("King Pellinore", 1); * adventureDeck.Add("Saxons", 5); * adventureDeck.Add("Excalibur", 2); * adventureDeck.Add("Dragon", 1); * adventureDeck.Add("Evil Knight", 6); * adventureDeck.Add("Battle-ax", 8); * adventureDeck.Add("Black Knight", 3); */ } logger.test("AdventureDeck.cs :: Adventure advDeck has been created. with sizes of " + getSizeOfDeck()); }
// 1. King's Recoginition // - This next player(s) to complete a Quest will receive 2 extra shields. public void Kings_Recoginition(User player, Users players) { logger.test("EventsManager.cs :: Event :: Running King's Recoginition."); int shields = player.getShields() + 2; GameObject.Find("GameManager").GetComponent <GameManager> ().KingsRecognition = true; logger.info("EventsManager.cs :: " + player.getName() + " number of shields: " + shields); player.setShields(shields); logger.info("EventsManager.cs :: " + player.getName() + " number of shields: " + shields); }
public void handleStoryCards(User currentUser) { if (StoryCard.GetComponent <Event> () != null) { Event evnt = StoryCard.GetComponent <Event> (); if (evnt.getName() == "King's Recognition") { logger.info("GameManager.cs :: Player " + playerTurn + " number of shields. " + currentUser.getShields()); logger.test("GameManager.cs :: Event :: Running King's Recognition..."); Events.Kings_Recoginition(currentUser, gameUsers); logger.info("GameManager.cs :: Player " + playerTurn + " number of shields. " + currentUser.getShields()); } else if (evnt.getName() == "Queen's Favor") { logger.test("GameManager.cs :: Event :: Running Queen's Favor."); PickUpAdventureCardsTest(Events.Queens_Favor(gameUsers), 2); } else if (evnt.getName() == "Court Called to Camelot") { logger.info("GameManager.cs :: Player " + playerTurn + " Base Attack. " + currentUser.getbaseAttack()); logger.info("GameManager.cs :: Running Court Called to Camelot."); Events.Court_Called_To_Camelot(gameUsers); logger.info("GameManager.cs :: Player " + playerTurn + " Base Attack. " + currentUser.getbaseAttack()); } else if (evnt.getName() == "Pox") { logger.info("GameManager.cs :: Player " + playerTurn + " number of shields. " + currentUser.getShields()); logger.test("GameManager.cs :: Running Pox."); Events.Pox(currentUser, gameUsers); logger.info("GameManager.cs :: Player " + playerTurn + " number of shields. " + currentUser.getShields()); } else if (evnt.getName() == "Plague") { logger.info("GameManager.cs :: Player " + playerTurn + " number of shields. " + currentUser.getShields()); logger.test("GameManager.cs :: Running Plague."); Events.Plague(currentUser); logger.info("GameManager.cs :: Player " + playerTurn + " number of shields. " + currentUser.getShields()); } else if (evnt.getName() == "Chivalrous Deed") { logger.info("GameManager.cs :: Player " + playerTurn + " number of shields. " + currentUser.getShields()); logger.test("GameManager.cs :: Running Chivalrous Deed."); Events.Chivalrous_Deed(currentUser, gameUsers); logger.info("GameManager.cs :: Player " + playerTurn + " number of shields. " + currentUser.getShields()); } else if (evnt.getName() == "Prosperity Throughout the Realm") { logger.test("GameManager.cs :: Running Prosperity Throughout the Realm."); PickUpAdventureCardsTest(Events.Prosperity_Throughout_The_Realm(gameUsers), 2); } else if (evnt.getName() == "King's Call to Arms") { logger.test("GameManager.cs :: Running King's Call to Arms. (IN PROGRESS)"); } } else if (StoryCard.GetComponent <Quest> () != null) { Quest quest = StoryCard.GetComponent <Quest> (); //Debug.Log ("Players turn = " + playerTurn); //Quests.Setup(gameUsers.findByUserName ("Player" + playerTurn).gameObject); questInPlay = true; //keepPlaying = true; stageInt = 0; logger.test("GameManager.cs :: Quest Name: " + quest.getName()); } else if (StoryCard.GetComponent <Tournament> () != null) { Tournament tournament = StoryCard.GetComponent <Tournament> (); logger.test("GameManager.cs :: Tournament Name: " + tournament.getName()); Debug.Log("GameManager.cs :: Running Tournament : " + tournament.getName()); // for (int n = 0; n < totalUsers; n++) { // if (Input.GetKeyDown ("y")) { // // n++; // } else if (Input.GetKeyDown ("n")) { // n++; // } // } // Tournaments.gameObject.GetComponent <TournamentManager> ().beginTournament(currentUser.gameObject); // Tournaments.gameObject.GetComponent<TournamentManager> ().beginTournament(gameUsers); // if (TournamentManager.gameObject.GetComponent<TournamentManager> ().getTieBreaker () == true) { // // } } }