public void ProcessPlanningPhase(PlayerPlanningPhaseDone player) { hand = Extensions.ParseStringIntoList(player.hand); attackField = Extensions.ParseStringIntoIntArray(player.attack, 4); defenseField = Extensions.ParseStringIntoIntArray(player.defense, 4); bonusField = Extensions.ParseStringIntoDoubleIntArray(player.bonus, 3); //event? isDonePlanning = true; }
public void OnPlanningPhaseEnd(string hand, string attack, string defense, string bonus) { //oh shit son var msg = new PlayerPlanningPhaseDone(); msg.hand = hand; msg.attack = attack; msg.defense = defense; msg.bonus = bonus; msg.connID = actualConnectionID; client.Send(AceMsgTypes.PlayerPlanningPhaseDone, msg); }
public void OnPlayerPlanningDone(int id, PlayerPlanningPhaseDone info) { players[id].ProcessPlanningPhase(info); //Check if all present players are done planning bool someoneNotReady = false; foreach (AcePlayer player in players) { if (!player.isDonePlanning && player.hasAce) { someoneNotReady = true; } } if (!someoneNotReady) { //Start battle phase!!! Invoke("StartBattlePhase", 1f); } }