public bool Equals(Wrapper p) { // If parameter is null return false: if ((object)p == null) { return false; } // Return true if the fields match: return m_nickname == p.m_nickname; }
public void SetPlayer(Wrapper player) { m_player = player; m_isWalking = false; m_haveRolled = false; if (m_player == null) { Debug.Log("MIERDA"); Debug.Break(); } else { Debug.Log("NOMBRE "+ m_player.GetNickname() + " --- BOXES... " + Manager.Board.Instance.Get().Count ); } // TODO: Spawn puppet, configure puppet materials (colors), etc int position = m_player.GetStats().GetPosition(); Debug.Log("POSITION " + position ); Board.Box box = Manager.Board.Instance.GetPositioned(position); this.SetBox(box); this.transform.position = box.GetWaypoint(); m_box.AddPuppetInsideBox(this); }
/// <summary> /// Obtain current player wrapper, if it doesn't exist, it creates a new /// one. /// </summary> /// <returns>Current player wrapper</returns> private Player.Wrapper GetCurrentPlayerObject() { if (m_currentPlayerObject == null) m_currentPlayerObject = new Player.Wrapper(); return m_currentPlayerObject; }
/// <summary> /// Adds current player wrapper to the player manager and resets all /// current player's configuration to default values. /// </summary> private void AddCurrentPlayerObjectToPlayerManager() { // Add current player to player manager Manager.Player.Instance.Add(m_currentPlayerObject); // Reset all player configs for new player m_currentPlayerObject = null; // Add new player to configurate, even if there are no more players GetCurrentPlayerObject(); }
public void Start() { m_currentPlayersChoice = Manager.Player.Instance.Get().Count; m_currentPlayerObject = null; m_inputKeyIsBeingConfigurated = -1; CharacterPhase.SetActive(false); InputPhase.SetActive(false); }
/// <summary> /// MonoBehaviour Start() /// </summary> void Start() { // Set player wrapper m_player = SetPlayer(); // Initialize score m_score = 0; // Custom OnStart() method OnStart(); }