public void CheckDeath() { //check what the value of playerdeaths is if the function is called. switch (playerDeaths) { //if the value is player1death when the function is called, give points to the opposing player and make it thier turn //and make the value for the switch equal to the opposing player, etc. case PlayerDeaths.Player1Death: Debug.Log("player 1 has died"); player2Points++; playerTurns = PlayerTurns.Player2Active; //if the player has died, it means they have failed to score so that turn will be passed on to the next player playerToScore = PlayerScored.Player2Scored; break; case PlayerDeaths.Player2Death: player1Points++; Debug.Log("player 2 has died"); playerTurns = PlayerTurns.Player1Active; playerToScore = PlayerScored.Player1Scored; break; } /* if(playerTurns == PlayerTurns.Player2Active) * { * * } */ }
private void OnTriggerEnter(Collider other) { if (other.GetComponent <Hoop>() != null) { if (!ignoredColliders.Contains(other.gameObject) && other.isTrigger) { #if UNITY_EDITOR Debug.Log("Someone scored!"); #endif PlayerScored?.Invoke(other.GetComponent <Hoop>()); DisablePlayerCollider(other); } } }
private void Start() { playerTurns = PlayerTurns.Player1Active; playerToScore = PlayerScored.Player1Scored; player1Goalobj = GameObject.FindWithTag("Player1Goal"); player2Goalobj = GameObject.FindWithTag("Player2Goal"); CheckPlayer(); //Ball.GetComponent<Renderer>().material.color = colorOfPlayer; //myMat = Ball.GetComponent<Renderer>().material; //myMat.color = colorOfPlayer; }
public void CheckPlayer() { //check what the value of playerturns is if the function is called, this will be called after checking for the death of the player. switch (playerTurns) { //once the turns have been changed after death, spawn the ball at the opposing side and set that it is player1s turn to die //if it is player1s turn spawn them at thier safe zone case PlayerTurns.Player1Active: //UiManager.Instance.UpdateTurn("It is" + playerTurns + "turn"); UiManager.Instance.UpdateTurn("It is Player1's turn"); //turn the goals on and off to stop registering collision when it spawns player1Goalobj.SetActive(false); player2Goalobj.SetActive(true); //make sure on there turn, tell the manager it also thier turn to die, then spawn them at thier starting possition Debug.Log("It is player 1's turn"); playerDeaths = PlayerDeaths.Player1Death; //it is this players turn to score playerToScore = PlayerScored.Player1Scored; //change the players color to indicate clearer whos turn it is CheckColor(player1Color); // colorOfPlayer = player1Color; Ball.transform.position = spawnpoint.position; break; //if it is player1s turn spawn them at thier safe zone case PlayerTurns.Player2Active: //UiManager.Instance.UpdateTurn("It is" + playerTurns + "turn"); UiManager.Instance.UpdateTurn("It is Player2's turn"); //turn the goals on and off to stop registering collision when it spawns player1Goalobj.SetActive(true); player2Goalobj.SetActive(false); Debug.Log("It is player 2's turn"); playerDeaths = PlayerDeaths.Player2Death; //it is this players turn to score playerToScore = PlayerScored.Player2Scored; //change the players color to indicate clearer whos turn it is CheckColor(player2Color); // colorOfPlayer = player2Color; Ball.transform.position = spawnpoint2.position; break; } }
public void CheckIfCollisionWithPlayer(DrawableObject item) { Player player = item as Player; if (!IsOccupied) { if (base.CheckIfCollisionWith(item)) { IsOccupied = true; IsVisible = false; OccupiedPods++; PlayerScored?.Invoke(player); if (OccupiedPods == CreatedPods) { AllPodsOccupied?.Invoke(); } } } }
private void OnPlayerScored() { PlayerScored?.Invoke(this, new EventArgs()); }
private async Task MakeShot(string scores) { try { this.BusyText = "Wurf wird gespeichert..."; this.IsBusy = true; int points = int.Parse(scores); if (_currentGame.GameType == GameType.TeamGame) await _controlService.MakeTeamPlayerShot(_currentGame.GameId, _currentGame.PlayerName, this.CurrentShotNumber, points); else await _controlService.MakePlayerShot(_currentGame.GameId, _currentGame.PlayerName, this.CurrentShotNumber, points); var @event = new PlayerScored { GameId = this.CurrentGame.GameId, PlayerName = this.CurrentGame.PlayerName, Points = points, ShotNumber = this.CurrentShotNumber }; int waitForShotNumber = this.CurrentShotNumber; _liveBus.Publish(@event); await Task.Delay(1000); bool found = false; while (!found) { var gameResult = await _contestDao.FindGameResult(this.CurrentGame.GameId); if (gameResult != null) found = gameResult.Scores.FirstOrDefault(x => x.ShotNumber.Equals(waitForShotNumber) && x.PlayerName.Equals(this.CurrentGame.PlayerName)) != null; if (!found) await Task.Delay(500); } if (_shotNumberToEdit > 0) await Task.Delay(5000); this.CurrentGameResult = new NotifyTaskCompletion<GameResult>( this.LoadGameResult(this.CurrentGame.GameId, this.CurrentGame.PlayerName)); this.OnPropertyChanged("CurrentGameResult"); this.OnPropertyChanged("IsSinglePlayer"); (this.NewGameCommand as DelegateCommand).RaiseCanExecuteChanged(); } finally { this.IsBusy = false; } }
private void OnPlayerScored(PlayerScored e) { _scores[e.ShotNumber] = e.Points; //this.OnPropertyChanged("Scores[]"); this.OnPropertyChanged("Scores"); this.OnPropertyChanged("PlayerTotalScore"); this.OnPropertyChanged("TeamTotalScore"); RaiseScoreChanged(e.ShotNumber); }