/// Volta um Estado da máquina, desfazendo a seleção do personagem public void UndoSelection() { if (isInArcadeMode()) { switch (selectStatus) { case GameSelection.READY: selectStatus = GameSelection.P1_CONFIRM; //versusBT.interactable = false; break; default: break; } } else { switch (selectStatus) { case GameSelection.P2_CONFIRM: selectStatus = GameSelection.P1_CONFIRM; break; case GameSelection.READY: selectStatus = GameSelection.P2_CONFIRM; break; default: break; } } changePlayerSelection(CharType.RANDOM); }
///Confirma a Seleção de Personagem, passando para o próximo passo da Máquina public void ConfirmSelection() { if (isInArcadeMode()) { switch (selectStatus) { case GameSelection.P1_CONFIRM: selectStatus = GameSelection.READY; //versusBT.interactable = true; break; default: break; } } else { switch (selectStatus) { case GameSelection.P1_CONFIRM: selectStatus = GameSelection.P2_CONFIRM; break; case GameSelection.P2_CONFIRM: selectStatus = GameSelection.READY; //versusBT.interactable = true; break; default: break; } } }
public void OnPointerClick(PointerEventData eventData) { if (!string.IsNullOrEmpty(GameSelection.SelectedLevel)) { GameSelection.StartLevel(); } }
public void ConfirmButtonForControllerState(GameSelection state) { if (state == GameSelection.READY) { SetAllButtonsInteractable(false); } confirmBT.changeButtonToType(state); }
public static void Main(string[] args) { Console.WriteLine("Please select your game, 1,2,3"); var selection = int.Parse(Console.ReadLine()); Console.WriteLine("Launching " + selection); GameSelection gameSelection = new GameSelection(); IGame game = gameSelection.SelectGame(selection); game.LaunchGame(); }
///Reseta as escolhas e a Máq. de Estados do Jogo public void ResetGame() { player1 = CharType.RANDOM; player2 = CharType.RANDOM; SetName(); // if (versusBT != null) { // versusBT.interactable = false; // } selectStatus = GameSelection.P1_CONFIRM; }
public void AddPlayer2Item(string item) { GameSelection gameSelection = FindObjectOfType <GameSelection>(); if (gameSelection.player2ItemNames.Contains(item)) { gameSelection.player2ItemNames.Remove(item); return; } gameSelection.player2ItemNames.Add(item); }
// for selecting an active game in main menu public void Btn_SelectGame() { // gameselection script GameSelection gameSelectionScript = GameObject.Find("MainManager").GetComponent <GameSelection>(); // selected game name string selectedGameName = gameObject.transform.Find("Txt_GameName").GetComponent <Text>().text; selectedGameName = selectedGameName.Substring(3); // call password input function gameSelectionScript.open_InputPasswordPopUp_ActiveGames(selectedGameName); }
// Use this for initialization void Start() { OnePlayer = FindObjectOfType(typeof(GameSelectionOnePlayer)) as GameSelectionOnePlayer; GameSelection [] players = FindObjectsOfType(typeof(GameSelection)) as GameSelection[]; foreach (GameSelection player in players) { if (player.isLocalPlayer) { TwoPlayers = player; break; } } Seed_num = GameObject.FindWithTag("number") as GameObject; }
// Start is called before the first frame update void Start() { gameSelection = FindObjectOfType <GameSelection>(); for (int i = 0; i < player1ItemImgs.Length; i++) { var icon = gameSelection.FindItemByName(gameSelection.player1ItemNames[i]).icon; player1ItemImgs[i].sprite = icon; } for (int i = 0; i < player2ItemImgs.Length; i++) { var icon = gameSelection.FindItemByName(gameSelection.player2ItemNames[i]).icon; player2ItemImgs[i].sprite = icon; } }
// Start is called before the first frame update void Awake() { gameSelection = FindObjectOfType <GameSelection>(); gamePhase = FindObjectOfType <GamePhase>(); SetupMap(); SetupPlayer1(); if (gameSelection.gameMode == "PvP") { SetupPlayer2(); } else if (gameSelection.gameMode == "AI") { SetupAI(); } }
private void layoutButton(GameSelection buttonType) { switch (buttonType) { case GameSelection.P1_CONFIRM: backgroundImage.sprite = Resources.LoadAll <Sprite> ("Sprites/select_char_2")[5]; break; case GameSelection.P2_CONFIRM: backgroundImage.sprite = Resources.LoadAll <Sprite> ("Sprites/select_char_2")[2]; break; case GameSelection.READY: backgroundImage.sprite = Resources.LoadAll <Sprite> ("Sprites/select_char_2")[6]; break; default: break; } }
public void changeButtonToType(GameSelection buttonType) { type = buttonType; layoutButton(type); }
public MainState(GameSelection host) { this.host = host; localAddresses = new Dictionary <string, GameObject>(); }