IEnumerator GetRollData() { yield return(Server.Instance.GetRollData()); // currentSequence_ = (List<Roll>)Server.Instance.LastResult; object o = Server.Instance.LastResult; // TODO: Until the server implements a roll cloudscript we fake it here List <Roll> rolls = new List <Roll>(); for (int i = 0; i < 5; ++i) { Roll roll = new Roll(); PotentialWins.Build9(roll.Icons, distribution_); rolls.Add(roll); } currentSequence_ = rolls; idxNextSequenceIdx_ = 0; }
public void GetRollSequence(Credentials client, Action <GameServerResult, List <Roll> > callback) { List <Roll> result = new List <Roll>(); for (int i = 0; i < 4; ++i) { List <int> final9 = new List <int>(); PotentialWins.Build9(final9, probabilitiesStatic_); //PotentialWins.Build9WithGuarenteedMatch( // PotentialWins.Difficulty.Level2_Diagonal_Nudge, // final9, // probabilitiesStatic_); Roll roll = new Roll() { BatchId = rnd_.Next() << 32 + rnd_.Next(), Icons = final9 }; result.Add(roll); } callback(GameServerResult.Success, result); }