void randomNumber() { switch (ai_State) { case State.STATE.ROCK_PAPER_SCISSORS: ai_hands = (HandSigns.Signs)Random.Range(0, 2); break; case State.STATE.LOOK_OVER_THERE: ai_points = (Directions.Points)Random.Range(0, 3); break; } }
// Start is called before the first frame update void Start() { // Default Start playerState = State.STATE.ROCK_PAPER_SCISSORS; player_hands = HandSigns.Signs.NONE; player_directions = Directions.Points.NONE; boxes = new GameObject[4]; boxes[0] = new GameObject("Up_Box"); boxes[1] = new GameObject("Down_Box"); boxes[2] = new GameObject("Right_Box"); boxes[3] = new GameObject("Left_Box"); line.origin = transform.position; }
// Start is called before the first frame update void Start() { ai_State = State.STATE.ROCK_PAPER_SCISSORS; ai_hands = HandSigns.Signs.NONE; ai_points = Directions.Points.NONE; }
public void Scissors() { player_hands = HandSigns.Signs.SCISSORS; }
public void Paper() { player_hands = HandSigns.Signs.PAPER; }
// Rock Paper Scissors for player public void Rock() { player_hands = HandSigns.Signs.ROCK; }