private void Awake() { cachedRoomList = new Dictionary <string, RoomInfo>(); roomListEntries = new Dictionary <string, GameObject>(); //PlayerNameInput.text = "Jugador " + Random.Range(1000, 10000); //region = ""; //inicializar el dropdown con opciones y traducción getText i18n string o_game1 = I18nMng.GetText("gameTime1"); string o_game2 = I18nMng.GetText("gameTime2"); string o_game3 = I18nMng.GetText("gameTime3"); List <string> m_GameTimeDropOptions = new List <string> { o_game1, o_game2, o_game3 }; GameTimeInputField.AddOptions(m_GameTimeDropOptions); string o_round1 = I18nMng.GetText("roundTime1"); string o_round2 = I18nMng.GetText("roundTime2"); string o_round3 = I18nMng.GetText("roundTime3"); string o_round4 = I18nMng.GetText("roundTime4"); List <string> m_RoundTimeDropOptions = new List <string> { o_round1, o_round2, o_round3, o_round4 }; RoundTimeInputField.AddOptions(m_RoundTimeDropOptions); }
IEnumerator OnCreateRoom() { yield return(new WaitForSeconds(.7f)); string roomName = RoomNameInputField.text; roomName = (roomName.Equals(string.Empty)) ? I18nMng.GetText("room") + " " + Random.Range(1000, 10000) : roomName; int maxPlayers = GetMaxPlayers(MaxPlayers_InputField.value); //Debug.Log(maxPlayers); //byte maxPlayers; //byte.TryParse(MaxPlayersInputField.text, out maxPlayers); maxPlayers = (byte)Mathf.Clamp(maxPlayers, 4, 9); RoomOptions options = new RoomOptions { MaxPlayers = (byte)maxPlayers }; Hashtable customRoomProperties = new Hashtable(); customRoomProperties.Add("TIMER", GameTimeInputField.value); customRoomProperties.Add("R_TIME", RoundTimeInputField.value); options.CustomRoomProperties = customRoomProperties; PhotonNetwork.CreateRoom(roomName, options, null); }
public void DetectEdificeTakeOutHabitant() { GameObject edifice; bool detected = false; bool isSelected = false; //ver en las 4 direcciones for (int i = 0; i < adjacentDirections.Length; i++) { if (GetNeighbor(adjacentDirections[i], mask).tag == "Edifice") { edifice = GetNeighbor(adjacentDirections[i], mask); isSelected = edifice.GetComponent <Edifice>().isSelectedOutHabitant; if (edifice.GetComponent <Edifice>().isInspected&& !edifice.GetComponent <Edifice>().BurnedEdifice) // el edificio fue inspeccionado { int cont = 0; for (int j = 0; j < 3; j++) { if (edifice.GetComponent <Edifice>().habitants[j].image.enabled) // si hay habitantes { if (isSelected) { edifice.GetComponent <Edifice>().habitants[j].interactable = false; edifice.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f); edifice.GetComponent <Edifice>().isSelectedOutHabitant = false; } else { edifice.GetComponent <Edifice>().isSelectedOutHabitant = true; edifice.GetComponent <Edifice>().habitants[j].interactable = true; edifice.GetComponent <SpriteRenderer>().color = new Color(.85f, .85f, .85f, 0.3f); detected = true; } } else { cont++; } } if (cont == 3 && isSelected) { detected = false; isSelected = false; } edifice.GetComponent <Edifice>().idPositionEdifice = i; } } } //activa panel de notificacion if (!detected && !isSelected) { UIManagerGame.sharedInstance.ShowPanelNotification(I18nMng.GetText("noInhabitantsToShow")); } }
public override void OnJoinRandomFailed(short returnCode, string message) { room = I18nMng.GetText("room"); string roomName = room + " " + Random.Range(1000, 10000); RoomOptions options = new RoomOptions { MaxPlayers = 8 }; PhotonNetwork.CreateRoom(roomName, options, null); }
//Use este metodo para los mensajes de turno, llama a la corutina para activar las animaciones //Faltaria avusar el fuego //en cuanto a lo del viento, tengo una sugerencia para que se note hacia a donde va,preguntando, me dijieron //que se podria agregar una segunda camara que se activa para que muestre en el centro de la pantalla la brujula //con zoom para que se note private void SetTurnText(string turn) { //UIManagerGame.sharedInstance.textTurn.text = "Turno Jugador: " + turn; UIManagerGame.sharedInstance.textTurnStatic.enabled = true; UIManagerGame.sharedInstance.textTurnStaticMaster.enabled = true; if (PhotonNetwork.PlayerList.Length > 1) { if (PhotonNetwork.IsMasterClient) { UIManagerGame.sharedInstance.textTurnStaticMaster.text = I18nMng.GetText("turn") + turn; } else { UIManagerGame.sharedInstance.textTurnStatic.text = I18nMng.GetText("turn") + turn; } } else { UIManagerGame.sharedInstance.textTurnStatic.text = I18nMng.GetText("turn") + turn; } StartCoroutine(AnimacionTurnos()); }
// detecta si tenemos algun edificio a los lados y activa el boton del edificio public void DetectEdificeToInspect() { Debug.Log("detect edifice to inspect"); GameObject edifice; bool isInspected = false; bool isSelected = false; for (int i = 0; i < adjacentDirections.Length; i++) { if (GetNeighbor(adjacentDirections[i], mask).tag == "Edifice") { edifice = GetNeighbor(adjacentDirections[i], mask); isSelected = edifice.GetComponent <Edifice>().isSelected; if (!edifice.GetComponent <Edifice>().isInspected&& !edifice.GetComponent <Edifice>().BurnedEdifice) { if (isSelected) { edifice.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f); edifice.GetComponent <Edifice>().isSelected = false; edifice.GetComponent <Edifice>().btn.SetActive(false); } else { edifice.GetComponent <Edifice>().btn.SetActive(true); edifice.GetComponent <Edifice>().isSelected = true; edifice.GetComponent <SpriteRenderer>().color = new Color(.85f, .85f, .85f, 0.3f); isInspected = true; } } } } if (!isInspected && !isSelected) { UIManagerGame.sharedInstance.ShowPanelNotification(I18nMng.GetText("noEdificesToShow")); } }
public void Update() { string startText = I18nMng.GetText("startText"); //Debug.Log("isrunning " + isTimerRunning); if (!isTimerRunning) { return; } float timer = (float)PhotonNetwork.Time - startTime; float countdown = Countdown - timer; if (PhotonNetwork.PlayerList.Length > 1) { if (PhotonNetwork.IsMasterClient) { //TextMaster.text = string.Format("Comienza en {0} segundos", countdown.ToString("n2")); TextMaster.text = string.Format(startText, countdown.ToString("n2")); } else { TextClient.text = string.Format(startText, countdown.ToString("n2")); } } else { TextClient.text = string.Format(startText, countdown.ToString("n2")); } if (countdown > 0.0f) { return; } isTimerRunning = false; if (PhotonNetwork.PlayerList.Length > 1) { if (PhotonNetwork.IsMasterClient) { TextMaster.text = string.Empty; } else { TextClient.text = string.Empty; } } else { TextClient.text = string.Empty; } if (OnCountdownTimerHasExpired != null) { OnCountdownTimerHasExpired(); } }
public void Awake() { connectionStatusMessage = I18nMng.GetText("connectionStatus"); }