void ActivateVisualMove(Amazons.Player player, Amazons.Move move) { MovingActor = ((Amazon)player.Pawns[move.ID]).Pawn; Transform t = MovingActor.GetComponent<Transform>(); MoveActor = true; MoveTimer = 0; StartingPos = t.position; EndPos = GetVectorFromPoint(move.MoveTo); }
public void SetPlayers(Amazons.Player[] players) { Players = players; }
bool ActivateAI(Amazons.Player player) { //Amazons.Move move = player.AI.YourTurn(); //GameInstance.Board var OldPlayer = CurrentPlayer; CurrentPlayer = player; CallWithTimeout(ActivateCurrentPlayer, 10000); //ActivateCurrentPlayer(); Amazons.Move move = CurrentMove; SetBoardPoint(player.Pawns[move.ID].Position, 0); // Set old pos to empty if (!CheckLine(player.Pawns[move.ID].Position, move.MoveTo) || !CheckLine(move.MoveTo, move.ShootTo) || move.MoveTo == move.ShootTo) { GameRunning = false; print("FAIL MOVE"); EndScreen.SetActive (true); GameObject.Find ("WinnerText").GetComponent<Text>().text = OldPlayer.AI.StudentName + " wins and " + player.AI.StudentName + " loses"; return false; // ACTIVE PLAYER LOSES } //player.Pawns[move.ID].Position = move.MoveTo; // Set pawn pos to correct pos //SetBoardPoint(move.MoveTo, move.ID + player.ID); // Set new pos to id //SetBoardPoint(move.ShootTo, -1); // Set shoot pos to -1 SetTile(player.Pawns[move.ID].Position, 0); // Set previous location to 0 player.Pawns[move.ID].Position = move.MoveTo; // Set pawn pos to correct pos SetTile(move.MoveTo, player.ID + 1); // Set new pos to id SetTile(move.ShootTo, -1); // Set shoot pos to -1 // SET RED X Instantiate(RedXInst, GetVectorFromPoint(move.ShootTo) + new Vector3(0, -0.74f, 0), Quaternion.LookRotation(new Vector3(0, 1, 0))); Instantiate(SpearInst, GetVectorFromPoint(move.ShootTo) + new Vector3(0.09f, -0.38f, 0), Quaternion.identity); print("COMPLETE MOVE"); ActivateVisualMove(player, move); return true; }