public void SendTurn2Clients(TileValue[] slotValues, PlayerLAN player, bool pl1In)
    {
        Debug.Log($"Client: Message from {player}: Slot {slotValues} now has value {player.player.Value}", player.gameObject);

        Server.instance.player1.player.inTurn = pl1In;
        Server.instance.player2.player.inTurn = !pl1In;

        for (int i = 0; i < GameGrid.instance.slots.Length; i++)
        {
            GameGrid.instance.slots[i].slotValue = slotValues[i];
            GameGrid.instance.slots[i].locked    = !Server.instance.localPlayerTurn || slotValues[i] != TileValue.empty;
            GameGrid.instance.slots[i].UpdateSprite2Value();
        }
    }
    public void SendTurn2Server(int slotId, PlayerLAN player)
    {
        Debug.Log($"Server: Message from {player}: Slot {slotId} now has value {player.player.Value}", player.gameObject);

        GameGrid.instance.slots[slotId].MakeTurn(player.player.Value, humanThisDevice: false, true);
        if (GameManager.instance.IsGameOver())
        {
            GameGrid.instance.ResetSlots();
        }

        Server.instance.player1.player.inTurn = !Server.instance.player1.player.inTurn;
        Server.instance.player2.player.inTurn = !Server.instance.player2.player.inTurn;

        TileValue[] slots = GameGrid.instance.slots.Select(s => s.slotValue).ToArray();
        SendTurn2Clients(slots, player, Server.instance.player1.player.inTurn);
    }
示例#3
0
 public void SendUpdatePl1(PlayerLAN pl1)
 {
     Debug.Log($"Client: New pl1 value from server {pl1?.gameObject.name}", pl1);
     player1 = pl1;
 }
示例#4
0
 public void SendUpdatePl2(PlayerLAN pl2)
 {
     Debug.Log($"Client: New pl2 value from server {pl2?.gameObject.name}", pl2);
     player2 = pl2;
 }
示例#5
0
 public void UpdateServer(PlayerLAN pl1, PlayerLAN pl2)
 {
     Debug.LogError("Server: update o players");
     player1 = pl1;
     player2 = pl2;
 }