private static bool Select(ref SelectState state, SelectionType selectionType, bool onlyOnHover = true) { var oldState = state; if (onlyOnHover && (oldState & SelectState.Hovering) != SelectState.Hovering) { return(false); } var newState = oldState; switch (selectionType) { case SelectionType.Subtractive: newState &= ~SelectState.Selected; break; case SelectionType.Toggle: newState ^= SelectState.Selected; break; case SelectionType.Replace: case SelectionType.Additive: newState |= SelectState.Selected; break; default: throw new ArgumentOutOfRangeException("selectionType", selectionType, null); } if (oldState == newState) { return(false); } state = newState; return(true); }
void Start() { st = SelectState.SelectPlayer; bs = BattleSimulation.GetInstance; target.SetActive(true); SetIndicatorPosition(st == SelectState.SelectEnemy ? true : false); }
public DialogResult SafeShow(SelectState state, string Server = "") { this.state = state; this.ServerName = Server; LoadItems(); return(this.ShowDialog()); }
protected virtual SqlCommand Command(SelectState type) { SqlCommand command = null; switch (type) { case SelectState.Select: { command = SelectCommand(); break; } case SelectState.Insert: { command = InsertCommand(); break; } case SelectState.Update: { command = UpdateCommand(); break; } case SelectState.Delete: { command = DeleteCommand(); break; } } SetParameters(command, ObjectClass.SqlProperty); return(command); }
public void Start() { CurrentState = SelectState.volume; //默认的选择项是volume _volume.Start(); //volume 的Start 初始化 initPosition(); }
public void SetCurrentObject(ARProduct obj, SelectState st = SelectState.Actived) { if (currentObj != null) { if (currentObj == obj) { currentObj.Selected = st; return; } else { currentObj.Selected = SelectState.None; } } currentObj = obj; if (currentObj != null) { currentObj.Selected = st; } //---Stripped down version---0818 // frame.SetObject(currentObj); // arui.OpenProductMenu(); //} //else //{ // frame.SetObject(null); // arui.CloseProductMenu(); //} }
public StateAdapter( [NotNull] IReadOnlyList <T> adaptee, [NotNull] SelectState <T, TAdaptee> state) { _adaptee = adaptee; _state = state; }
public void SelectNewObject(GameObject obj, SelectState setSelectStateTo = SelectState.Drag) { if (!(obj != null)) { return; } ResetSelected(objectBeingDeleted: false, deleteChildren: false); CurrentState.ExitState(); addNewSelectedObject(obj); InputProcessingPaused = false; if (this.NewObjectAdded != null && CurrentlySelectedObject != null) { ManipulatableObject component = CurrentlySelectedObject.GetComponent <ManipulatableObject>(); if (component != null) { this.NewObjectAdded.InvokeSafe(component); } } switch (setSelectStateTo) { case SelectState.Active: CurrentState = activeSelectionState; break; case SelectState.Drag: CurrentState = dragItemInputInteractionState; break; } CurrentState.EnterState(TargetLayerMask, MinTimeToMoveInput); }
// Start is called before the first frame update void Start() { currentCube = GameController.Instance.currentCube; gameState = GameController.Instance.gameState; selectState = GameController.Instance.selectState; levelHowToBoss = GameController.Instance.levelHowToBoss; levelUnlocks = GameController.Instance.levelUnlocks; levelSelects = GameController.Instance.levelSelects; cubeNames = GameController.Instance.cubeNames; colorCube = GameObject.Find("ColorCube"); cubes = new GameObject[cubeNames.Length]; for (int i = 0; i < cubeNames.Length; i++) { cubes[i] = GameObject.Find(cubeNames[i] + "Cube"); cubes[i].transform.rotation = Quaternion.Euler(Random.Range(0, 360), Random.Range(0, 360), Random.Range(0, 360)); } cubeSelectText = GameObject.Find("CubeSelect").GetComponent <Text>(); controlsText = GameObject.Find("Controls").GetComponent <Text>(); cam = GameObject.FindWithTag("MainCamera"); camOrbit = GameObject.Find("CameraOrbit"); AudioController.Instance.PlayMusic(AudioController.Instance.menuMusic); InitCamera(); }
public void Start() { CurrentState = SelectState.volume; //默认的选择项是volume _volume.Start(); //volume 的Start 初始化 initPosition(); }
bool Select(ref SelectState state, SelectionType selectionType, bool onlyOnHover = true) { var old_state = state; if (onlyOnHover && (old_state & SelectState.Hovering) != SelectState.Hovering) { return(false); } var new_state = old_state; if (selectionType == SelectionType.Subtractive) { new_state &= ~SelectState.Selected; } else if (selectionType == SelectionType.Toggle) { new_state ^= SelectState.Selected; } else { new_state |= SelectState.Selected; } if (old_state == new_state) { return(false); } state = new_state; return(true); }
// Orients camera to cube's last selected level IEnumerator FixCamRotation(int whichLevel) { camIsMoving = true; Quaternion camRotation = Quaternion.Euler(0, whichLevel * -90, 0); if (levelHowToBoss[currentCube, 0] < 2) { camRotation = Quaternion.Euler(90, whichLevel * -90, 0); SetControlsText(4); cubeSelectText.text = "How To Play"; //StartCoroutine(HowToCamOrbit(currentCube)); } while (Quaternion.Angle(camOrbit.transform.localRotation, camRotation) > 0.1f) { camOrbit.transform.localRotation = Quaternion.Slerp(camOrbit.transform.localRotation, camRotation, Time.smoothDeltaTime * camRotateSpeed); yield return(null); } camOrbit.transform.localRotation = camRotation; if (selectState == SelectState.HOW_TO) { SetControlsText(1); selectState = SelectState.LEVELS; } if (levelHowToBoss[currentCube, 0] < 2) { selectState = SelectState.HOW_TO; } camIsMoving = false; }
public override void mUpdate() { base.mUpdate(); if (Input.GetMouseButtonDown(0) && uguiHitUI.uiHited == false) { Vector2 v2 = GetScreenToWorldPos(Input.mousePosition); colli = Physics2D.OverlapPoint(v2); } if (colli != null && Input.GetMouseButtonUp(0)) { Vector2 v2 = GetScreenToWorldPos(Input.mousePosition); Collider2D colli2 = Physics2D.OverlapPoint(v2); if (colli2 != colli) { colli = null; return; } ObjView view = colli.GetComponent <ObjView>(); if (view == null) { return; } string stateName = view.GetState(); SelectState state = getSelectState(stateName); if (state == null) { Debug.LogError("stateName = {0}未注册!" + stateName); return; } state.viewTarget = view; setState(stateName); } }
public void NotifyChildrenOfStateChange(SelectState newState, bool useTriState) { if (OnStateChangeNotifyChildrenEvent != null) { OnStateChangeNotifyChildrenEvent(newState, useTriState); } }
public void NotifyParentOfStateChange(SelectState newState, SelectState fromState, bool useTriState) { if (OnStateChangeNotifyParentEvent != null) { OnStateChangeNotifyParentEvent(newState, fromState, useTriState); } }
public override void mouseStateLogic(MouseState mouseState, ContentManager content) { if (!cardProps.exhausted) { switch (selectState) { case SelectState.Regular: if (isWithinBox(mouseState)) { selectState = SelectState.Hovered; } break; case SelectState.Hovered: if (mouseState.LeftButton == ButtonState.Pressed) { selectState = SelectState.Selected; } break; case SelectState.Selected: if (mouseState.MiddleButton == ButtonState.Pressed) { selectState = SelectState.Regular; } break; } } else { selectState = SelectState.Hovered; } }
public async Task <IActionResult> GET() { using (SqlConnection conn = Connection) { conn.Open(); using (SqlCommand cmd = conn.CreateCommand()) { cmd.CommandText = @" SELECT Id, State FROM States" ; SqlDataReader reader = cmd.ExecuteReader(); var states = new List <SelectState>(); while (reader.Read()) { var state = new SelectState { Id = reader.GetInt32(reader.GetOrdinal("Id")), State = reader.GetString(reader.GetOrdinal("State")) }; states.Add(state); } reader.Close(); return(Ok(states)); } } }
public void Init(Vector3 inPoint1, Vector3 inPoint2, XYGrid inGrid, Orientation inOrientation = Orientation.HORIZONTAL) { point1 = inPoint1; point2 = inPoint2; containingGrid = inGrid; selectState = SelectState.NONE; orientation = inOrientation; }
public Change( [NotNull] IChange <CollectionOperation <T> > adaptee, [NotNull] SelectState <T, TAdaptee> state, [CanBeNull] Dictionary <T, TAdaptee> removedOnChange) { _adaptee = adaptee; _state = state; _removedOnChange = removedOnChange; }
public ListChange( [NotNull] IChange <ListOperation <T> > adaptee, [NotNull] SelectState <T, TAdaptee> state, [CanBeNull] Dictionary <T, TAdaptee> removed) { _adaptee = adaptee; _state = state; _removed = removed; }
bool HoverOn(ref SelectState state) { if ((state & SelectState.Hovering) == SelectState.Hovering) { return(false); } state |= SelectState.Hovering; return(true); }
public void SetState(SelectState state) { if (_isDead) { return; } _state = state; _card.SetState(state); }
public override void mPhoneUpdate() { base.mPhoneUpdate(); if (Input.touchCount != 1 || uguiHitUI.uiHited == true) { return; } Touch touch = Input.GetTouch(0); switch (touch.phase) { case TouchPhase.Began: Vector2 v2 = GetScreenToWorldPos(touch.position); colli = Physics2D.OverlapPoint(v2); return; case TouchPhase.Moved: if (colli != null) { colli = null; } return; case TouchPhase.Ended: break; case TouchPhase.Stationary: case TouchPhase.Canceled: default: return; } if (colli != null) { Vector2 v2 = GetScreenToWorldPos(Input.mousePosition); Collider2D colli2 = Physics2D.OverlapPoint(v2); if (colli2 != colli) { colli = null; return; } ObjView view = colli.GetComponent <ObjView>(); if (view == null) { return; } string stateName = view.GetState(); SelectState state = getSelectState(stateName); if (state == null) { return; } state.viewTarget = view; setState(stateName); } }
public SelectState getSelectState(string stateName) { if (stateDic.ContainsKey(stateName) == false) { return(null); } SelectState state = stateDic[stateName] as SelectState; return(state); }
public void OnEnable() { playerName = this.tag; hittedObj = null; hittedPlayer = null; hittedSquare = null; selectState = SelectState.playerSelect; rayhitted = false; }
public void SetCurrentObjectState(SelectState st) { if (st == SelectState.None) { SetCurrentObject(null); } else if (currentObj != null) { currentObj.Selected = st; } }
public virtual void SetCurrentObjectState(SelectState st) { if (currentObject != null) { currentObject.Selected = st; } if (st == SelectState.None) { currentObject = null; } }
/// <summary> /// Gets the color for background of the variable of the specified type. /// </summary> /// <param name="variableType">Type of the variable.</param> /// <param name="selectState">State of the scene node.</param> /// <returns>Color for background of the specified variable.</returns> public static Color ForVariableBackground(VariableType variableType, SelectState selectState) { if (selectState == SelectState.Select) { return(Color.FromArgb(85, 90, 78)); } else { return(ForVariableBackground(variableType)); } }
void FixedUpdate() { remainingStateTime -= Time.fixedDeltaTime; if (remainingStateTime < 0) { currentState = nextState; SetNextState(); SetTimeForState(); stateHandlerLookup[(int)currentState](); } }
void UpdateInactive() { if (joystick.GetButtonDown("UISubmit")) { selectManager.ActivatePlayer(playerIndex); state = SelectState.selecting; } else if (joystick.GetButton("UICancel")) { selectManager.HoldingBack(); } }
void UpdateChosen() { if (joystick.GetButtonDown("UICancel")) { selectManager.UnlockCharacter(playerIndex); state = SelectState.selecting; } if (joystick.GetButtonDown("UISubmit")) { selectManager.TryStageSelect(); } }
public ChangeOption(TextureManager _t, SoundManagerEx _s) { this.texturemanager = _t; this.soundmanager = _s; CurrentState = new SelectState(); initSprites(); _volume = new volume(Sprits); _volume.Level = soundmanager.Volume / 10; System.Diagnostics.Debug.Print(soundmanager.Volume.ToString () +"and"+ _volume.Level.ToString()); initPosition(); }
public MainWindow() { InitializeComponent(); offBoard.Selected += (sender, args) => { switch (selectState) { case SelectState.From: FromOffboard = args.Piece; selectState = SelectState.To; break; case SelectState.To: if (FromOffboard == args.Piece) { // Unselect it FromOffboard = null; selectState = SelectState.From; } else if (FromOffboard != null) { FromOffboard = args.Piece; } else { // Unsupported } break; case SelectState.Special: if (mustSelectFrom.Contains(args.Piece)) { SetSelected(args.Piece); } break; } gamePanel.InvalidateVisual(); offBoard.InvalidateVisual(); }; gamePanel.Selected += (sender, args) => { switch (selectState) { case SelectState.From: FromCoord = args.Coords; if (FromCoord != null) { selectState = SelectState.To; } break; case SelectState.To: if (fromCoord != null && Coords.Match(fromCoord, args.Coords)) { FromCoord = null; selectState = SelectState.From; } else { toCoord = args.Coords; MakeMove(); } break; case SelectState.Special: foreach (var kvp in game.GetPieces(gameState)) { if (Coords.Match(kvp.Key, args.Coords) && mustSelectFrom.Contains(kvp.Value)) { SetSelected(kvp.Value); return; } } break; } gamePanel.InvalidateVisual(); offBoard.InvalidateVisual(); }; App.Current.DispatcherUnhandledException += (sender, args) => { InvalidGameException ex = args.Exception as InvalidGameException; if (ex != null) { System.Windows.MessageBox.Show(ex.Message, "Invalid game", MessageBoxButton.OK, MessageBoxImage.Error); args.Handled = true; } }; }
private Piece SelectPiece(GameState state, IEnumerable<Piece> pieces) { selectState = SelectState.Special; this.mustSelectFrom = pieces; offBoard.ClearHighlight(); gamePanel.ClearHighlight(); foreach (var p in mustSelectFrom) { offBoard.AddHighlight(p); gamePanel.AddHighlight(p); } offBoard.InvalidateVisual(); gamePanel.InvalidateVisual(); selectionFrame = new DispatcherFrame(); Dispatcher.PushFrame(selectionFrame); selectionFrame = null; selectState = SelectState.From; this.mustSelectFrom = null; return selectedPiece; }
private void MakeMove() { if (fromOffboard != null && toCoord != null) { // From offboard to board var newGameState = game.TryMakeMoveFromOffboard(gameState, FromOffboard, toCoord); if (newGameState != null) gameState = newGameState; offBoard.Refresh(); gamePanel.InvalidateVisual(); } else if (fromCoord != null && toCoord != null) { // From coords to coords var newGameState = game.TryMakeMove(gameState, FromCoord, toCoord); if (newGameState != null) gameState = newGameState; offBoard.Refresh(); gamePanel.InvalidateVisual(); } if (game.GameOver) { if (game.PlayerCount == 1) { if (game.Winners.Count() == 1) { System.Windows.MessageBox.Show("You won!"); } else { System.Windows.MessageBox.Show("You lost!"); } } else { if (game.Winners.Count() == 0) { System.Windows.MessageBox.Show("Game over!\nThe game ended in a tie!"); } else if (game.Winners.Count() == 1) { System.Windows.MessageBox.Show("Game over!\nThe winner is: " + game.Winners.First().ToString()); } else { System.Windows.MessageBox.Show("Game over!\nThe winners are: " + string.Join(", ", game.Winners)); } } NewGame(); } selectState = SelectState.From; FromCoord = null; FromOffboard = null; toCoord = null; currentPlayerLabel.Content = gameState.CurrentPlayer.ToString(); }
/// <summary> /// Handles editor input. /// </summary> public void Input (SceneView view) { Event e = Event.current; if (e.isKey) { if (e.type == EventType.KeyDown) { if (e.keyCode == settings.APPLY_SINGLE) { if (state == SelectState.Two) { state = SelectState.None; GetSelectionOfObjects(); } } } } if (e.type == EventType.MouseDown) { Vector3 tar = VMEGlobal.GetPositionNextToHoveredTile(); if (e.button == 0) { if (tar == new Vector3(0, 9000, 0)) { firstTarget.transform.position = new Vector3(0, 9000, 0); secondTarget.transform.position = new Vector3(0, 9000, 0); state = SelectState.None; } else { if (state == SelectState.None) { firstTarget.transform.position = tar; state = SelectState.One; } else if (state == SelectState.One) { secondTarget.transform.position = tar; state = SelectState.Two; } } } } }
private void Ellipse_MouseDown(object sender, MouseButtonEventArgs e) { var ellipse = sender as Ellipse; if (ellipse == null) return; var tile = game.Tiles.FirstOrDefault(t => ellipse.Tag as string == t.TileName); if (tile == null) return; if (currentState == SelectState.RemoveOpponentPiece) { if (players.PlayerOne.IsPlayersTurn && tile.Status == TileStatus.P2) { tile.Status = TileStatus.Unoccupied; players.PlayerTwo.PiecesLeft--; if (players.PlayerTwo.PiecesLeft == 3 && players.PlayerTwo.InvisiblePieces == 0) game.State = GameState.Flying; if (players.PlayerTwo.PiecesLeft == 2 && players.PlayerTwo.InvisiblePieces == 0) { // game over logic players.PlayerOne.IsPlayersTurn = false; players.PlayerTwo.IsPlayersTurn = false; game.Winner = players.PlayerOne.Name; this.Content = new GameOverPage(); } currentState = SelectState.Neutral; players.SwitchTurns(); } else if (players.PlayerTwo.IsPlayersTurn && tile.Status == TileStatus.P1) { tile.Status = TileStatus.Unoccupied; players.PlayerOne.PiecesLeft--; if (players.PlayerOne.PiecesLeft == 3 && players.PlayerOne.InvisiblePieces == 0) game.State = GameState.Flying; if (players.PlayerOne.PiecesLeft == 2 && players.PlayerOne.InvisiblePieces == 0) { // game over logic players.PlayerOne.IsPlayersTurn = false; players.PlayerTwo.IsPlayersTurn = false; game.Winner = players.PlayerTwo.Name; this.Content = new GameOverPage(); } currentState = SelectState.Neutral; players.SwitchTurns(); } } else if (game.State == GameState.Placing) { if (tile.Status != TileStatus.Unoccupied) { // can't place on top of another piece } else if (players.PlayerOne.IsPlayersTurn) { tile.Status = TileStatus.P1; players.PlayerOne.InvisiblePieces--; players.PlayerOne.PiecesLeft++; if (players.PlayerOne.AddNewMills(game.Tiles, TileStatus.P1, tile)) { currentState = SelectState.RemoveOpponentPiece; } else players.SwitchTurns(); } else if (players.PlayerTwo.IsPlayersTurn) { tile.Status = TileStatus.P2; players.PlayerTwo.InvisiblePieces--; players.PlayerTwo.PiecesLeft++; if (players.PlayerTwo.AddNewMills(game.Tiles, TileStatus.P2, tile)) { currentState = SelectState.RemoveOpponentPiece; } else players.SwitchTurns(); } if (players.PlayerOne.InvisiblePieces == 0 && players.PlayerTwo.InvisiblePieces == 0) { game.State = GameState.Moving; } } else if (game.State == GameState.Moving) { if (game.CurrentlyMovingPiece == null) // This means that he hasn't selected a piece to move. Highlight the piece { if (players.PlayerOne.IsPlayersTurn && tile.Status == TileStatus.P1 || players.PlayerTwo.IsPlayersTurn && tile.Status == TileStatus.P2) { game.CurrentlyMovingPiece = tile; tile.Highlight(); } } else // This means that he has already selected a piece to move selected { if (tile.Status == TileStatus.Unoccupied && game.CurrentlyMovingPiece.AdjacentTiles.Contains(tile)) { tile.Status = game.CurrentlyMovingPiece.Status; game.CurrentlyMovingPiece.Status = TileStatus.Unoccupied; if (players.PlayerOne.IsPlayersTurn) { if (players.PlayerOne.AddNewMills(game.Tiles, TileStatus.P1, tile)) { currentState = SelectState.RemoveOpponentPiece; } else players.SwitchTurns(); } else if (players.PlayerTwo.IsPlayersTurn) { if (players.PlayerTwo.AddNewMills(game.Tiles, TileStatus.P2, tile)) { currentState = SelectState.RemoveOpponentPiece; } else players.SwitchTurns(); } } game.CurrentlyMovingPiece.UnHighlight(); game.CurrentlyMovingPiece = null; } } else if (game.State == GameState.Flying) { if (game.CurrentlyMovingPiece == null) // This means that he hasn't selected a piece to move. Highlight the piece { if (players.PlayerOne.IsPlayersTurn && tile.Status == TileStatus.P1 || players.PlayerTwo.IsPlayersTurn && tile.Status == TileStatus.P2) { game.CurrentlyMovingPiece = tile; tile.Highlight(); } } else // This means that he has already selected a piece to move selected { if (tile.Status == TileStatus.Unoccupied) { tile.Status = game.CurrentlyMovingPiece.Status; game.CurrentlyMovingPiece.Status = TileStatus.Unoccupied; if (players.PlayerOne.IsPlayersTurn) { if (players.PlayerOne.AddNewMills(game.Tiles, TileStatus.P1, tile)) { currentState = SelectState.RemoveOpponentPiece; } else players.SwitchTurns(); } else if (players.PlayerTwo.IsPlayersTurn) { if (players.PlayerTwo.AddNewMills(game.Tiles, TileStatus.P2, tile)) { currentState = SelectState.RemoveOpponentPiece; } else players.SwitchTurns(); } } game.CurrentlyMovingPiece.UnHighlight(); game.CurrentlyMovingPiece = null; } } if (players.PlayerOne.IsPlayersTurn && players.PlayerOne.IsComputer) { PlayComputer(); } else if(players.PlayerTwo.IsPlayersTurn && players.PlayerTwo.IsComputer) { PlayComputer(); } }
private void PlayComputer() { if (players.PlayerTwo.IsPlayersTurn && players.PlayerTwo.IsComputer) { System.Threading.Thread.Sleep(TimeSpan.FromMilliseconds(200)); if (currentState == SelectState.RemoveOpponentPiece) { #region RemoveOpponentPiece var possibleTiles = game.Tiles.Where(x => x.Status == TileStatus.P1); Random r = new Random(); var index = r.Next(possibleTiles.Count()); var tileA = possibleTiles.ToArray()[index]; var tile = game.Tiles.FirstOrDefault(x => x.TileName == tileA.TileName); tile.Status = TileStatus.Unoccupied; Debug.WriteLine("{0} removing tile {1}", players.PlayerTwo.Name, tile.TileName); players.PlayerOne.PiecesLeft--; if (players.PlayerOne.PiecesLeft == 3 && players.PlayerOne.InvisiblePieces == 0) game.State = GameState.Flying; if (players.PlayerOne.PiecesLeft == 2 && players.PlayerOne.InvisiblePieces == 0) { // game over logic players.PlayerOne.IsPlayersTurn = false; players.PlayerTwo.IsPlayersTurn = false; game.Winner = players.PlayerTwo.Name; this.Content = new GameOverPage(); } currentState = SelectState.Neutral; players.SwitchTurns(); #endregion } else if (game.State == GameState.Placing) { #region Placing var openTiles = game.Tiles.Where(x => x.Status == TileStatus.Unoccupied); Random r = new Random(); int tileIndex = r.Next(openTiles.Count()); var tile = openTiles.ToArray()[tileIndex]; Debug.WriteLine("{0} {1}", players.PlayerTwo.Name, tile.TileName); game.Tiles.FirstOrDefault(x => x.TileName == tile.TileName).Status = TileStatus.P2; players.PlayerTwo.InvisiblePieces--; players.PlayerTwo.PiecesLeft++; if (players.PlayerTwo.AddNewMills(game.Tiles, TileStatus.P2, tile)) { currentState = SelectState.RemoveOpponentPiece; } else { players.SwitchTurns(); } if (players.PlayerOne.InvisiblePieces == 0 && players.PlayerTwo.InvisiblePieces == 0) { currentState = SelectState.Neutral; game.State = GameState.Moving; } #endregion } else if (game.State == GameState.Moving || game.State == GameState.Flying) { #region Moving var myTiles = game.Tiles.Where(x => x.Status == TileStatus.P2); var contprog = false; Random r = new Random(); Tile newTile = null; while (!contprog) { var index = r.Next(myTiles.Count()); var tile = myTiles.ToArray()[index]; var possible = tile.AdjacentTiles.ToArray(); for (int i = 0; i < possible.Count(); i++) { var current = game.Tiles.FirstOrDefault(x => x.TileName == possible[i].TileName); if (current.Status == TileStatus.Unoccupied) { current.Status = TileStatus.P2; game.Tiles.FirstOrDefault(x => x.TileName == tile.TileName).Status = TileStatus.Unoccupied; newTile = current; contprog = true; break; } } } if (players.PlayerTwo.AddNewMills(game.Tiles, TileStatus.P2, newTile)) { currentState = SelectState.RemoveOpponentPiece; } else { players.SwitchTurns(); } #endregion } } else if (players.PlayerTwo.IsPlayersTurn && players.PlayerTwo.IsComputer) { PlayComputer(); } }