/*----------------------------------------------------------------------------------------------------------------------*/ // Start is called before the first frame update void Start() { //Connect to turnActionManager UNOsystem = FindObjectOfType <UNO>(); //actionManager = Gameobject.Find("turnManager").GetComponent("turnActionManager"); actionManager = FindObjectOfType <turnActionManager>(); //Get player data players = getPlayers(); turnOrder = new List <string>(players); //Create turn order //Shuffle(turnOrder);//? Randomizing function for lists; should work for this, right? foreach (string player in turnOrder) { print(player); } //Set first player //currPlayer = players[0]; //Set turn direction // +Clockwise = 1 // +Counterclockwise = -1 turnDirection = 1; }
/*----------------------------------------------------------------------------------------------------------------------*/ // Start is called before the first frame update void Start() { //Connect to turnOrderManager UNOsystem = FindObjectOfType <UNO>(); input = FindObjectOfType <UserInput>(); //Connect to Wild Menu WMsystem = FindObjectOfType <WildMenu>(); HardAI = FindObjectOfType <HardAI>(); nav = FindObjectOfType <Navigation>(); //For game being declared over GameOverSystem = FindObjectOfType <GameOverMenu>(); orderManager = GetComponent <turnOrderManager>(); currPlayer = "NULL"; phase = 0; UNOcalled = false; cardDrawn = false; playAllowed = false; playDone = false; AIdraw = false; AIplay = false; AIselectedCard = "NULL"; }
// Start is called before the first frame update void Start() { List <string> deck = UNO.GenerateDeck(); // FindObjectOfType returns the object that matches the type // and null if no object natches the type. // uno variable is used to access the sprites uno = FindObjectOfType <UNO>(); // Loop to match the name of the card with the stings in the deck int i = 0; foreach (string card in deck) { if (this.name == card) { cardFace = uno.cardFaces[i]; break; } i++; } // GetComponent returns the component of type if the game object // has one attached, null if it doesn't spriteRenderer = GetComponent <SpriteRenderer>(); selectable = GetComponent <Selectable>(); }
// Start is called before the first frame update void Start() { //UNOsystem = UNOobject.GetComponent<UNO>(); UNOsystem = FindObjectOfType <UNO>(); //actionManager = turnManager.GetComponent<turnActionManager>; actionManager = FindObjectOfType <turnActionManager>(); HardAI = FindObjectOfType <HardAI>(); //TEMPORARY VARIABLES FOR DEMO deckClick = false; cardClick = false; //player1Click = false; discardPileClick = false; UNObuttonClick = false; playerSafe = false; CPUSafe = false; // Instantiation of UNO object used for rearranging position of Player1 cards // +Changed to UNOsystem; modified code to fit. //uno = FindObjectOfType<UNO>(); }
// Start is called before the first frame update void Start() { //UNOsystem = UNOobject.GetComponent<UNO>(); UNOsystem = FindObjectOfType <UNO>(); }
//handMem[Player][Color][Symbol] /* * List<List<byte>> AI_handMem; * List<List<byte>> Player_handMem; */ // Start is called before the first frame update void Start() { UNOsystem = FindObjectOfType <UNO>(); actionManager = FindObjectOfType <turnActionManager>(); input = FindObjectOfType <UserInput>(); maxQuants = new List <List <byte> >() { new List <byte>() { 2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, 0 }, new List <byte>() { 2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, 0 }, new List <byte>() { 2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, 0 }, new List <byte>() { 2, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4 } }; handMem = new List <List <byte> >() { new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }; foreach (string card in UNOsystem.CPU1) { addCard(card, handMem); } discardMem = new List <List <byte> >() { new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, new List <byte>() { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }; hand_color_weights = new List <double>() { 1.5, 1.5, 1.5 }; hand_symbol_weights = new List <double>() { 1.5, 1.5, 1.5 }; played_color_weights = new List <double>() { 0.9, 0.9, 0.9 }; played_symbol_weights = new List <double>() { 0.9, 0.9, 0.9 }; hand_color_shifts = new List <double>() { 0, 0, 0 }; hand_symbol_shifts = new List <double>() { 0, 0, 0 }; played_color_shifts = new List <double>() { 0, 0, 0 }; played_symbol_shifts = new List <double>() { 0, 0, 0 }; }
// Start is called before the first frame update void Start() { UNOsystem = FindObjectOfType <UNO>(); ExitMenuIsActive = false; }