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); }
public void SendUpdatePl1(PlayerLAN pl1) { Debug.Log($"Client: New pl1 value from server {pl1?.gameObject.name}", pl1); player1 = pl1; }
public void SendUpdatePl2(PlayerLAN pl2) { Debug.Log($"Client: New pl2 value from server {pl2?.gameObject.name}", pl2); player2 = pl2; }
public void UpdateServer(PlayerLAN pl1, PlayerLAN pl2) { Debug.LogError("Server: update o players"); player1 = pl1; player2 = pl2; }