void init() { GameBoard = new gameBoard[10][]; for (int i = 0; i < 10; i++) { GameBoard[i] = new gameBoard[10]; } for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { GameBoard[i][j] = new gameBoard(); } } currentSelectedPiece = new gameBoard(); validCoordinates = new SC_DefiendVariables.Point[4]; for (int i = 0; i < 4; i++) { validCoordinates[i] = new SC_DefiendVariables.Point(); } enemyArray = new List <SC_PieceLogic>(); currentTurn = (SC_DefiendVariables.Turn)UnityEngine.Random.Range(0, 2); print("CurrentTurn see if its working= " + currentTurn); }
void init() { gameBoard = new SC_MultiPlayer_gameBoard[10][]; for (int i = 0; i < 10; i++) { gameBoard[i] = new SC_MultiPlayer_gameBoard[10]; } for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { gameBoard[i][j] = new SC_MultiPlayer_gameBoard(); } } currentSelectedPiece = new SC_MultiPlayer_gameBoard(); validCoordinates = new SC_DefiendVariables.Point[4]; for (int i = 0; i < 4; i++) { validCoordinates[i] = new SC_DefiendVariables.Point(); } enemyArray = new List <SC_MultiPlayer_PieceLogic>(); currentTurn = (SC_DefiendVariables.Turn)UnityEngine.Random.Range(0, 2); //change it later initMultiplayer(); }
public void OnGetLiveRoomInfo(LiveRoomInfoEvent eventObj) { Debug.Log("OnGetLiveRoomInfo " + eventObj.getData().getId() + " " + eventObj.getResult() + " " + eventObj.getJoinedUsers().Length); Dictionary <string, object> _temp = eventObj.getProperties(); print("bet = " + SC_DefiendVariables.bet); Debug.Log(_temp.Count + " " + _temp["bet"] + " " + SC_DefiendVariables.bet["bet"].ToString()); if (eventObj.getResult() == 0 && eventObj.getJoinedUsers().Length == 1 && _temp["bet"].ToString() == SC_DefiendVariables.bet["bet"].ToString()) { print("entering the room!"); currentTurn = SC_DefiendVariables.Turn.RedTurn; print("Enemy start the game!"); WarpClient.GetInstance().JoinRoom(eventObj.getData().getId()); WarpClient.GetInstance().SubscribeRoom(eventObj.getData().getId()); } else { currentTurn = SC_DefiendVariables.Turn.blueTurn; print("I start the game!"); isMyTurn = true; Debug.Log("No rooms were availible, create a room"); WarpClient.GetInstance().CreateTurnRoom("Room Name", SC_MultiPlayer_Globals.userName, 2, SC_DefiendVariables.bet, 60); } if (_temp["bet"].ToString() == SC_DefiendVariables.bet["bet"].ToString()) { roomMatch = true; } }
public void OnGetLiveRoomInfo(LiveRoomInfoEvent eventObj) { Debug.Log("OnGetLiveRoomInfo " + eventObj.getData().getId() + " " + eventObj.getResult() + " " + eventObj.getJoinedUsers().Length); Dictionary <string, object> _temp = eventObj.getProperties(); print("bet = " + SC_DefiendVariables.bet); Debug.Log(_temp.Count + " " + _temp["bet"] + " " + SC_DefiendVariables.bet["bet"].ToString()); if (eventObj.getResult() == 0 && eventObj.getJoinedUsers().Length == 1 && _temp["bet"].ToString() == SC_DefiendVariables.bet["bet"].ToString()) { print("entering the room!"); currentTurn = SC_DefiendVariables.Turn.RedTurn; print("Enemy start the game!"); isMyTurn = false; //added now currentTurn = SC_DefiendVariables.Turn.RedTurn; //added now WarpClient.GetInstance().JoinRoom(eventObj.getData().getId()); WarpClient.GetInstance().SubscribeRoom(eventObj.getData().getId()); } if (_temp["bet"].ToString() == SC_DefiendVariables.bet["bet"].ToString()) { roomMatch = true; } }
public void SwitchTurn() { if (currentTurn == SC_DefiendVariables.Turn.RedTurn) { currentTurn = SC_DefiendVariables.Turn.blueTurn; } else if (pieceHasBeenSelected == true) { currentTurn = SC_DefiendVariables.Turn.RedTurn; pieceHasBeenSelected = false; RedTurn(); } ResetValidCoordinates(); print("currentTurn = " + currentTurn); }
public void OnRoomsInRange(bool _IsSuccess, MatchedRoomsEvent eventObj) { Debug.Log("OnRoomsInRange: " + _IsSuccess + " " + eventObj.getRoomsData()); if (_IsSuccess) { SC_MultiPlayer_Globals.rooms = new List <string>(); foreach (var roomData in eventObj.getRoomsData()) { Debug.Log("Getting Live info on room " + roomData.getId()); Debug.Log("Room Owner " + roomData.getRoomOwner()); SC_MultiPlayer_Globals.rooms.Add(roomData.getId()); } SC_MultiPlayer_Globals.index = 0; if (SC_MultiPlayer_Globals.index < SC_MultiPlayer_Globals.rooms.Count) { Debug.Log("Getting Live Info on room: " + SC_MultiPlayer_Globals.rooms[SC_MultiPlayer_Globals.index]); WarpClient.GetInstance().GetLiveRoomInfo(SC_MultiPlayer_Globals.rooms[SC_MultiPlayer_Globals.index]); SC_MultiPlayer_View.Instance.CurrentTurnText.gameObject.SetActive(true); SC_MultiPlayer_View.Instance.WhosTurnSprite.SetActive(true); } else { currentTurn = SC_DefiendVariables.Turn.blueTurn; print("I start the game!"); isMyTurn = true; Debug.Log("No rooms were availible, create a room"); WarpClient.GetInstance().CreateTurnRoom("Room Name", SC_MultiPlayer_Globals.userName, 2, SC_DefiendVariables.bet, 60); } //this bool responsible to aware us if there is a room that Match the bet. //if (!roomMatch) //{ // currentTurn = SC_DefiendVariables.Turn.blueTurn; // print("I start the game!"); // isMyTurn = true; // Debug.Log("No rooms were availible, create a room"); // WarpClient.GetInstance().CreateTurnRoom("Room Name", SC_MultiPlayer_Globals.userName, 2, SC_DefiendVariables.bet, 60); //} } else { GameObject.Find("Btn_Play").GetComponent <Button>().interactable = true; } }
public void SwitchTurn() { print("you called me!"); if (currentTurn == SC_DefiendVariables.Turn.RedTurn) { currentTurn = SC_DefiendVariables.Turn.blueTurn; if (SC_MultiPlayer_View.Instance.WhosTurnSprite != null) { SC_MultiPlayer_View.Instance.WhosTurnSprite.GetComponent <Image>().sprite = SC_MultiPlayer_View.Instance.BlueSoldierSprite.GetComponent <SpriteRenderer>().sprite; } print("currentTurn = " + currentTurn); } else { currentTurn = SC_DefiendVariables.Turn.RedTurn; print("currentTurn = " + currentTurn); pieceHasBeenSelected = false; if (SC_MultiPlayer_View.Instance.WhosTurnSprite != null) { SC_MultiPlayer_View.Instance.WhosTurnSprite.GetComponent <Image>().sprite = SC_MultiPlayer_View.Instance.RedSoldierSprite.GetComponent <SpriteRenderer>().sprite; } } ResetValidCoordinates(); }