protected virtual void RegisterWithServer() { var decks = GameManager.Instance.playerDecks; var msgDefaultDeck = new List <int>(); if (decks.Count > 0) { var defaultDeckIndex = isHuman ? PlayerPrefs.GetInt("default_deck") : PlayerPrefs.GetInt("default_ai_deck"); var defaultDeck = decks[defaultDeckIndex]; for (var i = 0; i < defaultDeck.cards.Count; i++) { for (var j = 0; j < defaultDeck.cards[i].amount; j++) { msgDefaultDeck.Add(defaultDeck.cards[i].id); } } } else { var defaultDeck = GameManager.Instance.defaultDeck; for (var i = 0; i < defaultDeck.cards.Count; i++) { for (var j = 0; j < defaultDeck.cards[i].amount; j++) { msgDefaultDeck.Add(defaultDeck.cards[i].id); } } } // Register the player to the game and send the server his information. var msg = new RegisterPlayerMessage(); msg.netId = netId; if (isHuman) { var playerName = PlayerPrefs.GetString("player_name"); msg.name = string.IsNullOrEmpty(playerName) ? "Unnamed Wizard" : playerName; } else { string[] castlenames = { "Potala Palace", "Le Mont Saint-Michel", "Predjamski Castle", "Neuschwanstein Castle", "Matsumoto Castle", "Hunyad Castle", "Malbork Castle", "Palacio da Pena", "Löwenburg castle", "Prague Castle" }; msg.name = castlenames[Random.Range(0, 9)]; } msg.isHuman = isHuman; msg.deck = msgDefaultDeck.ToArray(); client.Send(NetworkProtocol.RegisterPlayer, msg); }
protected virtual void RegisterWithServer() { var decks = GameManager.Instance.playerDecks; var msgDefaultDeck = new List <int>(); if (decks.Count > 0) { var defaultDeckIndex = isHuman ? PlayerPrefs.GetInt("default_deck") : PlayerPrefs.GetInt("default_ai_deck"); var defaultDeck = decks[defaultDeckIndex]; for (var i = 0; i < defaultDeck.cards.Count; i++) { for (var j = 0; j < defaultDeck.cards[i].amount; j++) { msgDefaultDeck.Add(defaultDeck.cards[i].id); } } } else { var defaultDeck = GameManager.Instance.defaultDeck; for (var i = 0; i < defaultDeck.cards.Count; i++) { for (var j = 0; j < defaultDeck.cards[i].amount; j++) { msgDefaultDeck.Add(defaultDeck.cards[i].id); } } } // Register the player to the game and send the server his information. var msg = new RegisterPlayerMessage(); msg.netId = netId; if (isHuman) { var playerName = PlayerPrefs.GetString("player_name"); msg.name = string.IsNullOrEmpty(playerName) ? "Unnamed Wizard" : playerName; } else { msg.name = "Turing Machine"; } msg.isHuman = isHuman; msg.deck = msgDefaultDeck.ToArray(); client.Send(NetworkProtocol.RegisterPlayer, msg); }