public void Result( ) { int resultPlayerFH = 0; int resulPlayerMH = 0; int resultPlayerBH = 0; int resultAIFH = 0; int resulAIMH = 0; int resultAIBH = 0; int resultPlayer = 0; int resultAI = 0; GameObject[] arrayOfAIFrontHandCard = AIFrontHand.ToArray(); GameObject[] arrayOfAIMiddleHandCard = AIMiddleHand.ToArray(); GameObject[] arrayOfAIBackHandCard = AIBackHand.ToArray(); GameObject[] arrayOfPlayerFrontHandCard = PlayerFrontHand.ToArray(); GameObject[] arrayOfPlayerMiddleHandCard = PlayerMiddleHand.ToArray(); GameObject[] arrayOfPlayerBackHandCard = PlayerBackHand.ToArray(); HandEvalutor AIFront = new HandEvalutor(arrayOfAIFrontHandCard); HandEvalutor AIMiddle = new HandEvalutor(arrayOfAIMiddleHandCard); HandEvalutor AIBack = new HandEvalutor(arrayOfAIBackHandCard); HandEvalutor PlayerFront = new HandEvalutor(arrayOfPlayerFrontHandCard); HandEvalutor PlayerMiddle = new HandEvalutor(arrayOfPlayerMiddleHandCard); HandEvalutor PlayerBack = new HandEvalutor(arrayOfPlayerBackHandCard); HandEvalutor.Hand AIFHC = AIFront.EvaluateHand(); HandEvalutor.Hand AIMHC = AIMiddle.EvaluateHand(); HandEvalutor.Hand AIBHC = AIBack.EvaluateHand(); HandEvalutor.Hand PlayerFHC = PlayerFront.EvaluateHand(); HandEvalutor.Hand PlayerMHC = PlayerMiddle.EvaluateHand(); HandEvalutor.Hand PlayerBHC = PlayerBack.EvaluateHand(); if (PlayerFHC > AIFHC) { resultPlayerFH++; } else if (PlayerFHC < AIFHC) { resultAIFH++; } if (PlayerMHC > AIMHC) { resulPlayerMH++; } else if (PlayerMHC < AIMHC) { resulAIMH++; } if (PlayerBHC > AIBHC) { resultPlayerBH++; } else if (PlayerBHC < AIBHC) { resultAIBH++; } resultPlayer = resultPlayerFH + resulPlayerMH + resultPlayerBH; resultAI = resultAIFH + resulAIMH + resultAIBH; if (resultPlayer > resultAI) { img_result.enabled = true; img_result.sprite = Win; } else if (resultPlayer < resultAI) { img_result.enabled = true; img_result.sprite = Lost; } }
void BotMove( ) { int f = AIFrontHand.Count; int m = AIMiddleHand.Count; int b = AIBackHand.Count; for (int i = 0; i < AICard.Count; i++) { GameObject[] arrayOfAICard = AICard.ToArray(); HandEvalutor AIMove = new HandEvalutor(arrayOfAICard); HandEvalutor.Hand AIM = AIMove.EvaluateHand(); if (AIM == HandEvalutor.Hand.StraightFlush) { if (b == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIBackHand.Add(temp); AICard.Remove(temp); } else if (m == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIMiddleHand.Add(temp); AICard.Remove(temp); } } else if (AIM == HandEvalutor.Hand.FourKind) { if (b == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIBackHand.Add(temp); AICard.Remove(temp); } else if (m == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIMiddleHand.Add(temp); AICard.Remove(temp); } } else if (AIM == HandEvalutor.Hand.FullHouse) { if (b == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIBackHand.Add(temp); AICard.Remove(temp); } else if (m == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIMiddleHand.Add(temp); AICard.Remove(temp); } } else if (AIM == HandEvalutor.Hand.Flush) { if (b == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIBackHand.Add(temp); AICard.Remove(temp); } else if (m == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIMiddleHand.Add(temp); AICard.Remove(temp); } } else if (AIM == HandEvalutor.Hand.Straight) { if (b == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIBackHand.Add(temp); AICard.Remove(temp); } else if (m == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIFrontHand.Add(temp); AICard.Remove(temp); } } else if (AIM == HandEvalutor.Hand.ThreeKind) { if (b == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIBackHand.Add(temp); AICard.Remove(temp); } else if (m == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIMiddleHand.Add(temp); AICard.Remove(temp); } else if (f == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIFrontHand.Add(temp); AICard.Remove(temp); } } else if (AIM == HandEvalutor.Hand.TwoPairs) { if (b == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIBackHand.Add(temp); AICard.Remove(temp); } else if (m == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIMiddleHand.Add(temp); AICard.Remove(temp); } } else if (AIM == HandEvalutor.Hand.OnePair) { if (b == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIBackHand.Add(temp); AICard.Remove(temp); } else if (m == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIMiddleHand.Add(temp); AICard.Remove(temp); } else if (f == 0) { var temp = Instantiate(Resources.Load("AIM"), Vector3.zero, Quaternion.identity) as GameObject; AIFrontHand.Add(temp); AICard.Remove(temp); } } } }