public void OnResume(Enums.Players resumedPlayer)
 {
     if (resumedPlayer == playerInThisLane)
     {
         isPaused = false;
     }
 }
 public void OnPause(Enums.Players pausedPlayer)
 {
     if (pausedPlayer == playerInThisLane)
     {
         isPaused = true;
     }
 }
示例#3
0
 public void OnResume(Enums.Players resumedPlayer)
 {
     if (resumedPlayer == playerWhoCanCollectThis)
     {
         speed = originalSpeed;
     }
 }
示例#4
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 public void OnPause(Enums.Players pausedPlayer)
 {
     if (pausedPlayer == playerWhoCanCollectThis)
     {
         originalSpeed = speed;
         speed         = 0;
     }
 }
 void OnPlayerStateChange(Enums.Players player, Enums.PlayerState targetState)
 {
     foreach (Enums.PlayerState state in playerUIs[player].panels.Keys)
     {
         playerUIs[player].panels[state].SetActive(false);
     }
     playerUIs[player].panels[targetState].SetActive(true);
     if (targetState != Enums.PlayerState.Disaster)
     {
         DisasterUIInfo info = disasterUIInfos.Where(d => d.playerName == player).ToList()[0];
         info.disasterUI.SetActive(false);
     }
 }
 public bool UseFavor(Enums.Players player)
 {
     if (favorsFromGods.Contains(player))
     {
         // Remove all this player's favors, they always need to ask for more favors after an event
         favorsFromGods.RemoveAll(p => p == player);
         return(true);
     }
     else
     {
         return(false);
     }
 }
示例#7
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 void MakePrayerChoice(Enums.Players targetPlayer)
 {
     ChangeState(Enums.PlayerState.Movement);
     if (targetPlayer != playerId)
     {
         GameManager.Instance.AddFavor(targetPlayer);
     }
     if (OnResumeMovement != null)
     {
         OnResumeMovement(playerId);
     }
     SoundManager.Instance.PrayerCompleted();
 }
 public void WinGame(Enums.Players winner)
 {
     if (!gameOver)
     {
         gameOver = true;
         Debug.Log(winner.ToString() + " wins!");
         if (OnWinner != null)
         {
             OnWinner(winner);
         }
         StartCoroutine(ResetGame());
     }
     else
     {
         Debug.Log("There's already a winner!");
     }
 }
    void OnDisasterEncounter(Enums.Players player, Disaster disaster, bool hasEnoughForSacrifice)
    {
        DisasterUIInfo info = disasterUIInfos.Where(d => d.playerName == player).ToList()[0];

        info.reqWineText.text   = disaster.requiredWine.ToString();
        info.reqFoodText.text   = disaster.requiredFood.ToString();
        info.reqFleeceText.text = disaster.requiredFleece.ToString();
        info.disasterText.text  = "Disaster Strikes:\n" + disaster.text + "\nRequired Resources ->";
        if (hasEnoughForSacrifice)
        {
            playerUIs[player].panels[Enums.PlayerState.Disaster].GetComponentsInChildren <Text>()[1].color = Color.white;
        }
        else
        {
            playerUIs[player].panels[Enums.PlayerState.Disaster].GetComponentsInChildren <Text>()[1].color = Color.grey;
        }
        info.disasterUI.SetActive(true);
    }
 void OnWinner(Enums.Players winner)
 {
     winnerText.text = winner.ToString() + "\nWins!";
     winnerPanel.SetActive(true);
 }
 void DisplayProgress(Enums.Players player)
 {
     playerUIs[player].progressImage.fillAmount = playerUIs[player].player.progress;
 }
 void DisplayResource(Enums.Players player)
 {
     playerUIs[player].wineText.text   = playerUIs[player].player.resourceCounters[Enums.Resources.Wine].ToString();
     playerUIs[player].foodText.text   = playerUIs[player].player.resourceCounters[Enums.Resources.Food].ToString();
     playerUIs[player].fleeceText.text = playerUIs[player].player.resourceCounters[Enums.Resources.Fleece].ToString();
 }
示例#13
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 public void AddFavor(Enums.Players targetPlayer)
 {
     favorsFromGods.Add(targetPlayer);
 }