public BoardPlayer CreatePlayer(LudoType playerType) { BoardPlayer player = new BoardPlayer(playerType); boardPlayers.Add(new BoardPlayerInfo(player, playerType, 0)); // TODO update starting tile use tile manager return(player); }
// Use this for initialization public List <Card> SpawnPlayerCards(BoardPlayer me, BoardPlayer enemy, CardDefinitionHolder[] cardHolders) { List <Card> cards = new List <Card>(); for (int i = 0; i < cardHolders.Length; i++) { CardDefinition cardDefinition = cardHolders[i].CardDefinition; Card card = Summon(cardDefinition); card.owner = me; card.enemy = enemy; card.gameManager = GameManager; card.slotNumber = i; card.SpawnPointImage = playerSpawnPoints[i].GetComponent <Image>(); GameObject cardGO = card.gameObject; cardGO.transform.SetParent(playerSpawnPoints[i].transform, false); cardGO.transform.localPosition = playerOffset; cards.Add(card); } return(cards); }
public void NewTurn() { turnNumber++; Debug.Log("Starting new turn:" + turnNumber); player.NewTurn(turnNumber); enemy.NewTurn(turnNumber); if (initiationList.Count == 0) { NextRound(); } Debug.Log("Initiation order: " + InitiationListToString()); activeCard = initiationList[0]; activeCard.isActiveCard = true; initiationList.Remove(activeCard); PlayersTurn = activeCard.owner == player; activeCard.HighlightActiveCard(); Debug.Log("Active card: " + activeCard.definition.Name); BoardPlayer activePlayer = activeCard.owner; if (activePlayer == player) { EnablePlayerInteractions(); } activePlayer.Play(activeCard); Debug.Log("Player on turn: " + activePlayer.name); }
public void CreateLocalPlayer(LudoType playerType, string playerName, BoardPlayer boardPlayer, BoardPlayerUI boardPlayerUI) { var player = new LocalPlayer(playerType, playerName, boardPlayer, boardPlayerUI); rulesManager.AddPlayer(player); players.Add(player); }
private List <Card> SpawnEnemyCards(BoardPlayer me, BoardPlayer enemy, CardDefinitionHolder[] cardHoldersToSpawn, GameObject[] spawnPoints, Vector3 offset) { List <Card> cards = new List <Card>(); for (int i = 0; i < cardHoldersToSpawn.Length; i++) { CardDefinition cardDefinition = cardHoldersToSpawn[i].CardDefinition; int index = cardHoldersToSpawn[i].Position; Card card = Summon(cardDefinition); card.owner = me; card.enemy = enemy; card.gameManager = GameManager; card.slotNumber = index; GameObject cardGO = card.gameObject; card.SpawnPointImage = spawnPoints[index].GetComponent <Image>(); cardGO.transform.SetParent(spawnPoints[index].transform, false); cardGO.transform.localPosition = offset; cards.Add(card); } return(cards); }
/// <summary> /// For the given player, decide which cards in the hand should be shown, and where /// </summary> /// <param name="player"></param> /// <param name="hand"></param> private void PlaceCards(BoardPlayer player, List <Card> hand) { int i = war.GameTable.Player1Cards.Count - 1; int placedCards = 0; // show as many as 5 cards that the user should have on the table while (placedCards < CardsOnTablePerPlayer && i >= 0) { // show most recent in the front switch (placedCards) { case 0: ShowCard((player == BoardPlayer.WarriorWendy ? imgPlayer1Card : imgPlayer2Card), hand[i]); break; case 1: ShowCard((player == BoardPlayer.WarriorWendy ? imgPlayer1CardB : imgPlayer2CardB), hand[i]); break; case 2: ShowCard((player == BoardPlayer.WarriorWendy ? imgPlayer1CardC : imgPlayer2CardC), hand[i]); break; case 3: ShowCard((player == BoardPlayer.WarriorWendy ? imgPlayer1CardD : imgPlayer2CardD), hand[i]); break; case 4: ShowCard((player == BoardPlayer.WarriorWendy ? imgPlayer1CardE : imgPlayer2CardE), hand[i]); break; } placedCards++; i--; } }
private void CreateLocalPlayer(LudoType playerType, string playerName) { BoardPlayerUI boardPlayerUI = boardUI.GetPlayer(playerType); BoardPlayer boardPlayer = board.CreatePlayer(playerType); boardPlayerUI.SetUITileManager(uiTileManager); playerManager.CreateLocalPlayer(playerType, playerName, boardPlayer, boardPlayerUI); }
public Player(BoardPlayer PlayerType) { _playerType = PlayerType; _score = 0; _lives = 0; _freeLives = 0; _gameOver = true; }
public LocalPlayer(LudoType playerType, string playerName, BoardPlayer boardPlayer, BoardPlayerUI boardPlayerUI) { playerBoardType = playerType; this.playerName = playerName; playerOriginalType = playerType; this.boardPlayer = boardPlayer; this.boardPlayerUI = boardPlayerUI; InitPawnData(); }
public void NewTurn(bool _new, BoardPlayer player) { if (_new == true) { playerTurn.SetActive(true); time = playerTurnTextDelay; } else { playerTurn.SetActive(false); } }
public void getPlayers() //Loads all players and gets our player instance. { players.Clear(); players.AddRange(FindObjectsOfType <BoardPlayer>()); for (int i = 0; i < players.Count(); i++) { if (players[i].GamePlayer.Name == "Rape")//change this to text box entry later { me = players[i]; } } return; }
public ManipulateKeys(BoardPlayer player, String choice) //Manipulate trophies { target = player; if (choice == "give") //if positive, then give keys to player { //give keys to player giveTrophy(); } else { //take keys from player takeTrophy(); } }
//MovingObjectの抽象メソッドのため必ず必要 protected override void OnCantMove <T>(T component) { if (component.GetComponent <BoardPlayer>()) { BoardPlayer other = component as BoardPlayer; other.LoseHP(attackDamage); iTween.MoveFrom(gameObject, iTween.Hash("position", other.transform.position, "time", 0.5f)); } else if (component.GetComponent <BoardBraver>()) { BoardBraver other = component as BoardBraver; other.LoseHP(attackDamage); } }
public ManipulateKeys(BoardPlayer player, int keys) //Give or take keys { target = player; if (keys > 0) //if positive, then give keys to player { //give keys to player giveKeys(keys); } else { //take keys from player takeKeys(Math.Abs(keys)); } }
public TakeTurnResult TryTakeTurn(int x, int y, BoardPlayer player, out DecompressedBoardState newDecompressedState) { if (CurrentTurn == 9 || BoardResult != BoardResult.InProgress) { newDecompressedState = this; return(TakeTurnResult.NotInProgress); } if (player != CurrentPlayer) { newDecompressedState = this; return(TakeTurnResult.WrongPlayer); } int unsetIndex = -1; int targetIndex = y * 3 + x; int combinedBoardSnapshot = PlayerOneBoardSnapshot | PlayerTwoBoardSnapshot; for (int i = 0; i < 9; i++) { int snapshotIndex = 1 << i; if ((combinedBoardSnapshot & snapshotIndex) == 0) { unsetIndex++; } if (targetIndex == i) { if ((combinedBoardSnapshot & snapshotIndex) == snapshotIndex) { newDecompressedState = this; return(TakeTurnResult.TileAlreadySet); } else { int newState = BoardHistoryUtils.SetTurn(BoardHistory, CurrentTurn, unsetIndex); newDecompressedState = new DecompressedBoardState(newState); return(TakeTurnResult.Success); } } } newDecompressedState = this; return(TakeTurnResult.UnknownFailure); }
private static bool Attack(BoardPlayer player, Card actorCard, Card targetCard) { // I cannot attack on my own minions if (targetCard.owner == actorCard.owner) { return(false); } AttackBehaviour ab = actorCard.gameObject.AddComponent <AttackBehaviour>(); ab.TargetCard = targetCard; ab.ActorCard = actorCard; ab.Player = player; ab.MovingCardCanvas = player.GameManager.MovingCardCanvas; ab.Initialize(player.GameManager.ActionManager.AttackBehaviourConstants); return(true); }
public static void makeAction(BoardPlayer player, ActionType.TYPE actionType, Card actorCard, Card targetCard) { player.GameManager.DisablePlayerInteractions(); switch (actionType) { case ActionType.TYPE.ATTACK: Attack(player, actorCard, targetCard); break; case ActionType.TYPE.BLOCK: Block(player, actorCard); break; case ActionType.TYPE.WAIT: Wait(player, actorCard); break; } // Actions should themselves call the player.OnActionDone() }
private void buttonClickAction(BoardPlayer player, String choice) { switch (choice) { case "kill": new KillPlayer(player); //on button click kill that player break; case "give": new ManipulateKeys(player, 1); //give 1 key to player break; case "take": new ManipulateKeys(player, -1); //remove 1 key from a player break; case "giveTrophy": new ManipulateKeys(player, "give"); //give 1 key to player break; case "takeTrophy": new ManipulateKeys(player, "take"); //remove 1 key from a player break; case "rollNumber": new RollNumber(player, 1); //roll a specific number on dice break; } }
public BoardPlayerInfo(BoardPlayer player, LudoType playerType, int startingTile) { this.player = player; this.playerType = playerType; this.startingTile = startingTile; }
public RollNumber(BoardPlayer player, int numberToRoll) { target = player; forceRoll(numberToRoll); }
public KillPlayer(BoardPlayer player) { target = player; damageTarget(30); }
public List <Card> SpawnEnemyCards(BoardPlayer me, BoardPlayer enemy, CardDefinitionHolder[] enemyCardHolders) { return(SpawnEnemyCards(me, enemy, enemyCardHolders, enemySpawnPoints, enemyOffset)); }
private static void Block(BoardPlayer player, Card actorCard) { actorCard.hasShield = true; actorCard.ShieldUp(); }
private static void Wait(BoardPlayer player, Card actorCard) { player.GameManager.AddCardToInitiationQueue(actorCard); actorCard.WaitUp(); }
private void MakePlayerMove(BoardPlayer player, int dice) { }