public void RollDice() { BoardFloor.ResetCubes(); ButtonStatus(false); if (playerIndex + DEF_DICE_EACH_TURN > DICE_ARRAY_SIZE) { diceForTurn = DICE_ARRAY_SIZE - playerIndex; } else { diceForTurn = DEF_DICE_EACH_TURN; } currentCubes = new GameObject[diceForTurn]; int i; int ccIndex = 0; for (i = playerIndex; i < playerIndex + diceForTurn; i++) { currentCubes [ccIndex] = DiceBoard.PlayerCubes [i]; currentCubes [ccIndex].GetComponent <Dice> ().highlighter.ConstantOffImmediate(); ForceThrow(DiceBoard.PlayerCubes [i]); ccIndex++; } playerIndex = i; playerBank.text = (DICE_ARRAY_SIZE - playerIndex).ToString(); StartCoroutine(CheckCubes()); StartCoroutine(PlayDiceRollDelay()); }
private void EndTurn() { DeHighLightAllCubes(); BoardFloor.ResetCubes(); DeleteCurrDice(); if (isPlayerTurn) { if (playerIndex == DICE_ARRAY_SIZE) { isPlayerDone = true; } if ((isPlayerDone && isRivalDone) || (HPVAL <= 0) || (rivalHPVAL <= 0)) { CheckWin(); } else { if (!isRivalDone) { AITurn(); } else { isPlayerTurn = true; ButtonStatus(true); HighLightCurrentPlayerCubes(); } } } else { if (rivalIndex == DICE_ARRAY_SIZE) { isRivalDone = true; } if ((isPlayerDone && isRivalDone) || (HPVAL <= 0) || (rivalHPVAL <= 0)) { CheckWin(); } else { if (isPlayerDone) { AITurn(); } else { isPlayerTurn = true; ButtonStatus(true); HighLightCurrentPlayerCubes(); } } } }