private void OnRollEnd(int index, DiceType type, Poring poring) { switch (type) { case DiceType.Move: MoveDice moveDice = m_currentPlayer.Poring.Property.MoveDices[0]; m_step = moveDice.GetNumberFromDiceFace(moveDice.GetDiceFace(index)); // Debug.LogFormat("Roll move number : {0}", number); m_cameraController.Show(CameraType.TopDown); ParseMovableNode(m_step); DisplayNodeHeat(); isSelectedNode = false; if (IsMineTurn()) { StartCoroutine(WaitForSelectNode()); } break; case DiceType.Offensive: OffensiveDice offDice = poring.Property.OffensiveDices[0]; poring.OffensiveResult += offDice.GetNumberFromDiceFace(offDice.GetDiceFace(index)); poring.OffensiveResultList.Add(index); break; case DiceType.Deffensive: DeffensiveDice defDice = poring.Property.DeffensiveDices[0]; poring.DeffensiveResult += defDice.GetNumberFromDiceFace(defDice.GetDiceFace(index)); poring.DeffensiveResultList.Add(index); break; } }
public void MoveDice(Player player, MoveDice moveDice) { var dice = _context.GetComponent <Dice>(); player.CanMove = false; if (dice.IsPair && moveDice.MoveAgainAllowed) { player.CanMove = true; _context.Add(new PrintLine("You got a pair, so you can move again", OutputStream.GameLog)); } MoveBySteps(player, dice.Sum, moveDice.CountGoPassed); }