private void Awake() { // So no warnings get thrown player_FD_state = Four_Directions_State.Directions.NONE; player_RPS_state = Rock_Paper_Scissors.Signs.NONE; line.origin = transform.position; turn_controller = GetComponent <Turn_Script>(); }
void Awake() { Player = GetComponent <Component>(); playerCam = Player.GetComponent <Camera_Script>(); player_state = playerCam.player_RPS_state; AI_Opponent = GetComponent <Component>(); AI = AI_Opponent.GetComponent <AI_Behaviour>(); AI_signs = AI.hand; rock_paper_scissor = true; directions_state = false; reset(); }
void State_Change() { switch (state) { case AI.AI_State.RPS: hand = rps.RandomSigns(); break; case AI.AI_State.ACHI_MITE_HOI: four_points.RandomDirection(); break; default: break; } }
// Controls for the Rock, Paper, Scissors state private void RPS_controls() { if (Input.GetKeyDown(KeyCode.W)) { player_RPS_state = Rock_Paper_Scissors.Signs.ROCK; } if (Input.GetKeyDown(KeyCode.A)) { player_RPS_state = Rock_Paper_Scissors.Signs.PAPER; } if (Input.GetKeyDown(KeyCode.D)) { player_RPS_state = Rock_Paper_Scissors.Signs.SCISSORS; } else { player_RPS_state = Rock_Paper_Scissors.Signs.NONE; } }