private void UpdateTurnState() { currentTurnStateNumber = model.turnState; currentTurnState = (GameRefModel.TurnState)currentTurnStateNumber; if (OnNetworkTurnStateUpdate != null) { OnNetworkTurnStateUpdate(currentTurnStateNumber, currentTurnState); } Debug.Log("the following turn state has been changed and propogated - " + currentTurnState); }
private void HideBoatsDuringPlan(int turnStateNumber, GameRefModel.TurnState turnState) { if (turnState == GameRefModel.TurnState.Planning && app.gameRefModel.localTeam == app.networkSyncManager.currentSyncedTurnColor) { boatModel.SetActive(false); turnHighlighter.SetActive(false); } else { if (!boatModel.activeSelf) { boatModel.SetActive(true); } } }
private void HideChildren(int turnStateNumber, GameRefModel.TurnState turnState) { if (turnState == GameRefModel.TurnState.Planning && app.gameRefModel.localTeam == app.networkSyncManager.currentSyncedTurnColor) { foreach (Transform child in transform) { child.gameObject.SetActive(false); } } else { foreach (Transform child in transform) { child.gameObject.SetActive(true); } } }
public void UpdateNetworkedTurnState(GameRefModel.TurnState newTurnState) { Debug.Log("this new turn state was passed locally - " + newTurnState); model.turnState = (int)newTurnState; Debug.Log("the network model turnState is now - " + model.turnState); }