private IEnumerator CorShowRoundComplete(RoundResultType roundResultType) { yield return(new WaitForSeconds(0.5f)); m_View.ShowUI(UIType.roundCompleteView); var roundCompleteView = m_View.GetView <RoundCompleteView>(UIType.roundCompleteView); if (roundResultType == RoundResultType.playerWin) { m_Model.IncrementPlayerScore(); if (roundCompleteView) { roundCompleteView.statusText = string.Format("<color=green>{0}</color>", "You are win!"); } } else if (roundResultType == RoundResultType.enemyWin) { m_Model.IncrementEnemyScore(); if (roundCompleteView) { roundCompleteView.statusText = string.Format("<color=red>{0}</color>", "Enemy win!"); } } else if (roundResultType == RoundResultType.deadHeat) { if (roundCompleteView) { roundCompleteView.statusText = string.Format("<color=yellow>{0}</color>", "Dead heat!"); } } }
public void ResolveRound() { StepType humanStep = Human.NextStep(); StepType aiStep = AIPlayer.NextStep(); LastRoundResult = GetFirstPlayerResult(humanStep, aiStep); switch (LastRoundResult) { case RoundResultType.Win: Human.Win(); break; case RoundResultType.Lose: AIPlayer.Win(); break; } }
public void SetRoundResult(RoundResultType roundResult) { m_PrevRoundResultType = roundResultType; m_RoundResultType = roundResult; }
public CheckWinResult(int[] winSequence, CellState winState, RoundResultType roundResultType) { this.winSequence = winSequence; this.winState = winState; this.roundResultType = roundResultType; }