Exemplo n.º 1
0
        public Player(string name, Color color, GameEnums.EPlayerType playerType)
        {
            m_Name        = name;
            m_PlayerType  = playerType;
            m_Score       = 0;
            m_PlayerColor = color;

            GameLogger.LogMessage(name + " Created!!");
        }
        void CreatePlayers()
        {
            switch (gameMode)
            {
            case GameEnums.EGameMode.PvP:

                m_Player1Type = GameEnums.EPlayerType.PLAYER_1;
                m_Player2Type = GameEnums.EPlayerType.PLAYER_2;

                m_Player_1 = NonMonoObjectFactory <Player> .CreateInstance(() => new Player("Player 1", new Color(1, 0, 0, 1), m_Player1Type));

                m_Player_2 = NonMonoObjectFactory <Player> .CreateInstance(() => new Player("Player 2", new Color(0, 0, 1, 1), m_Player2Type));

                break;

            case GameEnums.EGameMode.PvAI:

                m_Player1Type = GameEnums.EPlayerType.PLAYER_1;
                m_Player2Type = GameEnums.EPlayerType.PLAYER_AI;

                m_Player_1 = NonMonoObjectFactory <Player> .CreateInstance(() => new Player("Player 1", new Color(1, 0, 0, 1), m_Player1Type));

                m_Player_2 = aiManager.CreateAIPlayer(difficultyMode, "Player 2", new Color(0, 0, 1, 1));

                break;

            case GameEnums.EGameMode.AIvAI:

                m_Player1Type = GameEnums.EPlayerType.PLAYER_AI;
                m_Player2Type = GameEnums.EPlayerType.PLAYER_AI;

                m_Player_1 = aiManager.CreateAIPlayer(difficultyMode, "Player 1", new Color(1, 0, 0, 1));
                m_Player_2 = aiManager.CreateAIPlayer(difficultyMode, "Player 2", new Color(0, 0, 1, 1));

                break;
            }

            SetInitiatingPlayer();

            GameEventManager.TriggerPlayersCreated();
        }
 public AIPlayer(string name, Color color, GameEnums.EPlayerType playerType, IAIBehaviour tier1AI, IAIBehaviour tier2AI) :
     base(name, color, playerType)
 {
     m_Tier1AI = tier1AI;
     m_Tier2AI = tier2AI;
 }