Exemplo n.º 1
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 public void AddToDeck(int indexOfCharacter)
 { // the method that adds to the deck (again the PunRPC version)
   // I intentionally kept the RPC parts seperate from other functionality even though it is less
   // efficient writing, so I can better differentiate them for myself while I get used to them
   // also it helps me to make sure I only transfer what I need and nothing more
     Participant.Character target = (Participant.Character)indexOfCharacter;
     deck.Add(target);
 }
Exemplo n.º 2
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        public Participant.Character DrawInfluence()
        { // this gets used by the player objects to access the central deck. the fact that each role only exists
          // three times is relevant, so I need a central deck. I use the buffered RPC call to further ensure integrity of the deck
            int randomPick = Random.Range(0, deck.Count);

            Participant.Character returnValue = deck[randomPick];
            pv.RPC("RemoveFromDeck", RpcTarget.AllBuffered, ((int)returnValue));
            return(returnValue);
        }
Exemplo n.º 3
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 public void RemoveFromDeck(int indexOfCharacter)
 { // this is the actual method that removes from the deck when drawn, using the PunRPC tag, it is
   // executed on all matching instances of this object over the network
     Participant.Character target = (Participant.Character)indexOfCharacter;
     for (int i = 0; i < deck.Count; i++)
     {
         if (deck[i] == target)
         {
             deck.RemoveAt(i);
             break;
         }
     }
 }
Exemplo n.º 4
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 public void ReturnInfluence(Participant.Character card)
 { // some things require cards be returned to the deck, again buffered to ensure integrity
     pv.RPC("AddToDeck", RpcTarget.AllBuffered, (int)card);
 }