public void ChangeTurns() { switch (currentGameMode) { case GameMode.SINGLEPLAYER: switch (CurrentTurn) { case CurrentPlayerTurn.PLAYER_ONE: CurrentTurn = CurrentPlayerTurn.AI_TURN; break; case CurrentPlayerTurn.AI_TURN: CurrentTurn = CurrentPlayerTurn.PLAYER_ONE; break; } break; case GameMode.MULTIPLAYER: switch (CurrentTurn) { case CurrentPlayerTurn.PLAYER_ONE: CurrentTurn = CurrentPlayerTurn.PLAYER_TWO; break; case CurrentPlayerTurn.PLAYER_TWO: CurrentTurn = CurrentPlayerTurn.PLAYER_ONE; break; } break; } }
public void ChangeCurrentPlayerTurn() { if (CurrentPlayerTurn.Equals(m_Player1)) { CurrentPlayerTurn = m_Player2; } else { CurrentPlayerTurn = m_Player1; } }
public async void AdvanceTurn() { //get the next player id var turn = TurnQueue.Find(CurrentPlayerTurn); if (turn.Next == null) { CurrentPlayerTurn = TurnQueue.First.Value; } else { CurrentPlayerTurn = turn.Next.Value; } //reset counts Roll = 0; RollAttempts = 0; //notify players await SendMessageAsync(new GameMessageUnity(RoomID, "NEXTTURN", CurrentPlayerTurn.ToString())) .ConfigureAwait(false); }