// Start is called before the first frame update
    void Start()
    {
        // Default Start
        playerState       = State.STATE.ROCK_PAPER_SCISSORS;
        player_hands      = HandSigns.Signs.NONE;
        player_directions = Directions.Points.NONE;

        boxes    = new GameObject[4];
        boxes[0] = new GameObject("Up_Box");
        boxes[1] = new GameObject("Down_Box");
        boxes[2] = new GameObject("Right_Box");
        boxes[3] = new GameObject("Left_Box");

        line.origin = transform.position;
    }
    // Update is called once per frame
    void Update()
    {
        if (playerTurn.player_isPointing && !playerTurn.ai_isPointing ||
            !playerTurn.player_isPointing && playerTurn.ai_isPointing)
        {
            playerState = State.STATE.LOOK_OVER_THERE;
            RPSCanvas.SetActive(false);
        }

        if (playerState == State.STATE.LOOK_OVER_THERE && playerTurn.player_isPointing && playerTurn.player_win == 1)
        {
            PointingCanvas.SetActive(true);
        }

        // If Player loses, Player his to look around via headset or mouse rotation/
        if (playerState == State.STATE.LOOK_OVER_THERE && playerTurn.ai_isPointing)
        {
            mouseLook();
            rayCast();
        }

        //if (playerTurn.player_win == 2 || playerTurn.ai_win == 2)
        //{
        //    RPSCanvas.SetActive(false);
        //    PointingCanvas.SetActive(false);
        //    EndGameCanvas.SetActive(true);
        //}

        // So the player can get out of the game
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Cursor.lockState = CursorLockMode.None;
        }
        else if (Input.GetKeyDown(KeyCode.Escape) && Cursor.lockState == CursorLockMode.None)
        {
            Cursor.lockState = CursorLockMode.Locked;
        }
    }
Exemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        // By default, the A.I and player start off with rock paper scissors
        if (ai_State == State.STATE.ROCK_PAPER_SCISSORS && playerTrigger.playerState == State.STATE.ROCK_PAPER_SCISSORS)
        {
            if (playerTrigger.player_hands != HandSigns.Signs.NONE && rngDone == 0)
            {
                randomNumber();
                rngDone++;
            }
        }

        // AI is the pointer
        if (turn_Behaviour.ai_isPointing && !turn_Behaviour.player_isPointing)
        {
            ai_State = State.STATE.LOOK_OVER_THERE;

            if (ai_State == State.STATE.LOOK_OVER_THERE && rngDone != 2)
            {
                randomNumber();
                rngDone++;
            }
        }

        // A.I Loses
        if (turn_Behaviour.player_isPointing && !turn_Behaviour.ai_isPointing)
        {
            ai_State = State.STATE.LOOK_OVER_THERE;

            if (playerTrigger.player_directions != Directions.Points.NONE && rngDone != 2)
            {
                randomNumber();
                rngDone++;
            }
        }
    }
Exemplo n.º 4
0
 // Start is called before the first frame update
 void Start()
 {
     ai_State  = State.STATE.ROCK_PAPER_SCISSORS;
     ai_hands  = HandSigns.Signs.NONE;
     ai_points = Directions.Points.NONE;
 }