// handle a single game that was finished, according to its last game move result private eSingleGameFuncResult handleSingleGameFinished(eSingleMoveResult i_LastGameMoveResult) { eSingleGameFuncResult retSingleGameResult = eSingleGameFuncResult.Finished; switch (i_LastGameMoveResult) { case eSingleMoveResult.Error: m_UI.ShowError(); retSingleGameResult = eSingleGameFuncResult.Finished; break; case eSingleMoveResult.Ok: case eSingleMoveResult.GameOver: retSingleGameResult = handleGameOver(m_CurrGameManager); break; } return(retSingleGameResult); }
private eSingleMoveResult handleFinishSingleMove(GameManager.eMoveResult i_GameMoveResult) { eSingleMoveResult retResult = eSingleMoveResult.Ok; switch (i_GameMoveResult) { case GameManager.eMoveResult.BadInput: case GameManager.eMoveResult.UnknownFailure: retResult = eSingleMoveResult.Error; break; case GameManager.eMoveResult.GameOver: retResult = eSingleMoveResult.GameOver; break; default: retResult = eSingleMoveResult.Ok; break; } return(retResult); }