示例#1
0
 public void nextTurn()
 {
     if (currentID > -1 && player [currentID].isWin())
     {
         Debug.Log("winner: " + currentID);
         CountUI.SetActive(true);
         countUI.fontSize = 50;
         countUI.text     = "Team: " + teams [currentID] + " Wins";
         setWin();
     }
     else
     {
         currentID = (currentID + 1) % 4;
         updateTeam();
         if (currentID == myID)
         {
             //diceContainer.SetActive (true);
             myTurn();
         }
         else
         {
             //diceContainer.SetActive (false);
             wait();
         }
         boardScript.resetMoves();
     }
 }
示例#2
0
 // Use this for initialization
 void Start()
 {
     face    = new[] { new Vector3(270, 0, 0), new Vector3(0, 0, 90), new Vector3(0, 0, 180), new Vector3(0, 0, 0), new Vector3(0, 0, 270), new Vector3(90, 0, 0) };
     turn    = turnObj.GetComponent <Text> ();
     time    = timeObj.GetComponent <Text> ();
     countUI = CountUI.GetComponent <Text> ();
     setPause();
 }
 // Use this for initialization
 void Start()
 {
     getInstance  = this;
     Hp           = transform.Find("Hp").GetComponent <Text>();
     Kills        = transform.Find("Kills").GetComponent <Text>();
     Death        = transform.Find("Death").GetComponent <Text>();
     BurdenDamage = transform.Find("BurdenDamage").GetComponent <Text>();
     CauseDamage  = transform.Find("CauseDamage").GetComponent <Text>();
 }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        if (gameState != state.Pause && gameState != state.Win && gameState != state.Start && gameState != state.Move)
        {
            updateTimer();
        }
        //Debug.Log (gameState.ToString());
        switch (gameState)
        {
        case state.Pause:
            break;

        case state.Start:
            diceTimer   -= Time.deltaTime;
            countUI.text = "" + (int)diceTimer;
            if (diceTimer < 0)
            {
                GameUI.SetActive(true);
                diceContainer.SetActive(true);
                CountUI.SetActive(false);
                nextTurn();
                time.text = "" + (int)timer;
                if (myID == 0)
                {
                    myTurn();
                }
                else
                {
                    wait();
                }
            }
            break;

        case state.MyTurn:
            setWin();
            //its myturn roll dice
            if (Input.GetMouseButtonDown(0))
            {
                boardScript.Roll();

                /*if (currentID == myID)
                 *      boardScript.testRoll (5);*/
                //Debug.Log (boardScript.getRollCast ());
                diceTimer           = 4;
                currentFaceRotation = face [boardScript.getRollCast()];
                diceRoll();
            }
            //currentID = (currentID + 1) % 4;
            //gameState = state.selectPawn;
            break;

        case state.wait:
            boardScript.Roll();
            //Debug.Log (boardScript.getRollCast ());
            diceTimer           = 3;
            currentFaceRotation = face [boardScript.getRollCast()];
            diceRoll();
            //AI Or opponents turn logic here.
            break;

        case state.diceroll:
            if (diceTimer > 1)
            {
                diceTimer -= Time.deltaTime;
                diceObj.transform.Rotate(Vector3.right * 200 * Time.deltaTime);
                diceObj.transform.Rotate(Vector3.up * 500 * Time.deltaTime);
            }
            else if (Vector3.Distance(diceObj.transform.eulerAngles, currentFaceRotation) > 0.01f && diceTimer > 0)
            {
                diceTimer -= Time.deltaTime;
                diceObj.transform.eulerAngles = Vector3.Lerp(diceObj.transform.rotation.eulerAngles, currentFaceRotation, 0.1f);
            }
            else
            {
                diceObj.transform.eulerAngles = currentFaceRotation;

                if (boardScript.getRollCast() == 5 || player[currentID].isActive())                 // player [currentID].pawnActive [0] || player [currentID].pawnActive [1] || player [currentID].pawnActive [2] || player [currentID].pawnActive [3])
                {
                    selectPawn();
                }
                else if (!(player[0].isActive() || player[1].isActive() || player[2].isActive() || player[3].isActive()))                 //replace with a bool
                {
                    if (startRolls < 2)
                    {
                        startRolls++;
                        currentID--;
                        changeturn();
                    }
                    else
                    {
                        startRolls = 0;
                        changeturn();
                    }
                }
                else
                {
                    changeturn();
                }
            }
            break;

        case state.selectPawn:
            //if it was my turn then after diceroll then select one of pawn to move if possible.
            if (currentID == myID)
            {
                boardScript.UpdateSelection(currentID);

                if (Input.GetMouseButtonDown(0))
                {
                    if (boardScript.updateSelectedPawn(player[currentID]))
                    {
                        move();
                    }
                }
            }
            else
            {
                if (boardScript.AISelect(player [currentID]))
                {
                    move();
                }
            }
            break;

        case state.Move:
            if (boardScript.canMove())
            {
                boardScript.moveUpdate(currentID);
            }
            else
            {
                boardScript.killPawns(player, currentID);
                changeturn();
            }
            break;

        case state.nextturn:
            diceTimer -= Time.deltaTime;
            if (diceTimer < 0)
            {
                timer = turnTime;
                nextTurn();
            }
            break;

        case state.Win:

            break;

        default:
            break;
        }
    }
示例#5
0
 public void gameStart()
 {
     diceTimer = 4;
     CountUI.SetActive(true);
     gameState = state.Start;
 }
示例#6
0
 private void Awake()
 {
     countUI = CountUIObj.GetComponent <CountUI>();
 }