public void OnClickGoToLobby() { InstanceRoom(); this._room.MakeRoom(); if (EvaluateResponseMakeRoom()) { Memory.Save("room", this._room); Player player = (Player)Memory.Load("player"); player.IsHost = true; player.Board.GameMode = this._room.GameMode; List <bool[, ]> listPatterns = player.Board.GetPattern(); if (listPatterns != null) { if (listPatterns.Count > 1) { Player.Patterns patterns = new Player.Patterns(); patterns.Objective = listPatterns; Memory.Save("patterns", patterns); } else { player.Board.Pattern = listPatterns[0]; } Memory.Save("player", player); UnityEngine.SceneManagement.SceneManager.LoadScene("Lobby"); } else { txtFeedBackMessage.text = Localization.GetMessage("CreateParty", "ErrorOnCreate"); } } }
public void GetPatternByGameMode() { Player player = new Player(); player.Board.GameMode = "Hello Kitty"; List <bool[, ]> listPatterns = player.Board.GetPattern(); if (listPatterns.Count > 1) { Player.Patterns patterns = new Player.Patterns(); patterns.Objective = listPatterns; Debug.Log(patterns.Objective[0][0, 0] + "-" + patterns.Objective[0][0, 1] + "-" + patterns.Objective[0][0, 2] + "-" + patterns.Objective[0][0, 3] + "-" + patterns.Objective[0][0, 4]); Debug.Log(patterns.Objective[0][1, 0] + "-" + patterns.Objective[0][1, 1] + "-" + patterns.Objective[0][1, 2] + "-" + patterns.Objective[0][1, 3] + "-" + patterns.Objective[0][1, 4]); Debug.Log(patterns.Objective[0][2, 0] + "-" + patterns.Objective[0][2, 1] + "-" + patterns.Objective[0][2, 2] + "-" + patterns.Objective[0][2, 3] + "-" + patterns.Objective[0][2, 4]); Debug.Log(patterns.Objective[0][3, 0] + "-" + patterns.Objective[0][3, 1] + "-" + patterns.Objective[0][3, 2] + "-" + patterns.Objective[0][3, 3] + "-" + patterns.Objective[0][3, 4]); Debug.Log(patterns.Objective[0][4, 0] + "-" + patterns.Objective[0][4, 1] + "-" + patterns.Objective[0][4, 2] + "-" + patterns.Objective[0][4, 3] + "-" + patterns.Objective[0][4, 4]); Debug.Log(""); Debug.Log(patterns.Objective[1][0, 0] + "-" + patterns.Objective[1][0, 1] + "-" + patterns.Objective[1][0, 2] + "-" + patterns.Objective[1][0, 3] + "-" + patterns.Objective[1][0, 4]); Debug.Log(patterns.Objective[1][1, 0] + "-" + patterns.Objective[1][1, 1] + "-" + patterns.Objective[1][1, 2] + "-" + patterns.Objective[1][1, 3] + "-" + patterns.Objective[1][1, 4]); Debug.Log(patterns.Objective[1][2, 0] + "-" + patterns.Objective[1][2, 1] + "-" + patterns.Objective[1][2, 2] + "-" + patterns.Objective[1][2, 3] + "-" + patterns.Objective[1][2, 4]); Debug.Log(patterns.Objective[1][3, 0] + "-" + patterns.Objective[1][3, 1] + "-" + patterns.Objective[1][3, 2] + "-" + patterns.Objective[1][3, 3] + "-" + patterns.Objective[1][3, 4]); Debug.Log(patterns.Objective[1][4, 0] + "-" + patterns.Objective[1][4, 1] + "-" + patterns.Objective[1][4, 2] + "-" + patterns.Objective[1][4, 3] + "-" + patterns.Objective[1][4, 4]); } else { player.Board.Pattern = listPatterns[0]; Debug.Log(player.Board.Pattern[0, 0] + "-" + player.Board.Pattern[0, 1] + "-" + player.Board.Pattern[0, 2] + "-" + player.Board.Pattern[0, 3] + "-" + player.Board.Pattern[0, 4]); Debug.Log(player.Board.Pattern[1, 0] + "-" + player.Board.Pattern[1, 1] + "-" + player.Board.Pattern[1, 2] + "-" + player.Board.Pattern[1, 3] + "-" + player.Board.Pattern[1, 4]); } }
private void SavePlayerInMemory(Player player) { player.Board.GameMode = ((Room)Memory.Load("room")).GameMode; List <bool[, ]> listPatterns = player.Board.GetPattern(); if (listPatterns.Count > 1) { Player.Patterns patterns = new Player.Patterns(); patterns.Objective = listPatterns; Memory.Save("patterns", patterns); } else { player.Board.Pattern = listPatterns[0]; } Memory.Save("player", player); }
private void ToggleStateChanged(Toggle toggle, bool state) { if (Convert.ToInt32(toggle.GetComponentInChildren <Image>().name) == _currentCard) { toggle.isOn = true; _player.Board.Mark(_currentCard); _score += 10; txtScore.text = _score.ToString(); if (_player.Board.IsEmpty()) { Player.Patterns patterns = (Player.Patterns)Memory.Load("patterns"); if (_player.HaveWon(patterns)) { if (_player.NotifyWon(_room.IdRoom, _score)) { _score *= 3; } } } else { if (_player.HaveWon()) { if (_player.NotifyWon(_room.IdRoom, _score)) { _score *= 3; } } } } else { toggle.isOn = false; } }