//****************** Game Flow *********************// protected virtual void GameFlow() { if (gameState > GameState.GameStarted) { CheckPlayersBooks(); ShowAndHidePlayersDisplayingCards(); if (gameDataManager.GameFinished()) { gameState = GameState.GameFinished; } } switch (gameState) //dodat jos jedan state za odabir igraca kojem se uzima karta { case GameState.Idel: { Debug.Log("IDEL"); break; } case GameState.GameStarted: { Debug.Log("GameStarted"); OnGameStarted(); break; } case GameState.TurnStarted: { Debug.Log("TurnStarted"); OnTurnStarted(); break; } case GameState.TurnSelectingNumber: { Debug.Log("TurnSelectingNumber"); OnTurnSelectingNumber(); break; } //**************** DODANO ZA VISE IGRACA ****************// case GameState.TurnSelectingPlayer: { Debug.Log("TurnSelectingPlayer"); OnTurnSelectingPlayer(); break; } /////////////////////////////////////////////////////////// case GameState.TurnConfirmedSelectedNumber: { Debug.Log("TurnComfirmedSelectedNumber"); OnTurnConfirmedSelectedNumber(); break; } case GameState.TurnWaitingForOpponentConfirmation: { Debug.Log("TurnWaitingForOpponentConfirmation"); OnTurnWaitingForOpponentConfirmation(); break; } case GameState.TurnOpponentConfirmed: { Debug.Log("TurnOpponentConfirmed"); OnTurnOpponentConfirmed(); break; } case GameState.TurnGoFish: { Debug.Log("TurnGoFish"); OnTurnGoFish(); break; } case GameState.GameFinished: { Debug.Log("GameFinished"); OnGameFinished(); break; } } }
//****************** Game Flow *********************// public virtual void GameFlow() { if (gameState > GameState.GameStarted) { CheckPlayersBooks(); ShowAndHidePlayersDisplayingCards(); if (gameDataManager.GameFinished()) { gameState = GameState.GameFinished; } } switch (gameState) { case GameState.Idel: { Debug.Log("IDEL"); break; } case GameState.GameStarted: { Debug.Log("GameStarted"); OnGameStarted(); break; } case GameState.TurnStarted: { Debug.Log("TurnStarted"); OnTurnStarted(); break; } case GameState.TurnSelectingNumber: { Debug.Log("TurnSelectingNumber"); OnTurnSelectingNumber(); break; } case GameState.TurnConfirmedSelectedNumber: { Debug.Log("TurnComfirmedSelectedNumber"); OnTurnConfirmedSelectedNumber(); break; } //case GameState.TurnWaitingForOpponentConfirmation: // { // Debug.Log("TurnWaitingForOpponentConfirmation"); // OnTurnWaitingForOpponentConfirmation(); // break; // } //case GameState.TurnOpponentConfirmed: // { // Debug.Log("TurnOpponentConfirmed"); // OnTurnOpponentConfirmed(); // break; // } case GameState.TurnGoFish: { Debug.Log("TurnGoFish"); OnTurnGoFish(); break; } case GameState.GameFinished: { Debug.Log("GameFinished"); OnGameFinished(); break; } } }
//****************** Game Flow *********************// public virtual void GameFlow() { if (gameState > GameState.GameStarted) { CheckPlayersBooks(); ShowAndHidePlayersDisplayingCards(); if (gameDataManager.GameFinished()) { gameState = GameState.GameFinished; } } switch (gameState) { case GameState.Idle: { Debug.Log("IDLE"); break; } case GameState.GameStarted: { Debug.Log("GameStarted"); currentBet = 0; localPlayer.StackAmt = localPlayer.BuyInAmt; Stack.text = "$" + localPlayer.StackAmt.ToString(); OnGameStarted(); break; } case GameState.TurnStarted: { Debug.Log("TurnStarted"); OnTurnStarted(); break; } case GameState.PreFlopAction: { Debug.Log("Pre-Flop Betting"); SetMessage("Pre-flop Betting", localPlayer.StackAmt.ToString()); gameState = GameState.Bet; GameFlow(); break; } case GameState.PostFlopAction: { Debug.Log("PostFlopAction"); gameState = GameState.Bet; GameFlow(); break; } case GameState.TurnAction: { Debug.Log("TurnAction"); gameState = GameState.Bet; GameFlow(); break; } case GameState.RiverAction: { Debug.Log("RiverAction"); gameState = GameState.Bet; GameFlow(); break; } case GameState.Bet: { Debug.Log("Bet"); PlaceBet(); break; } case GameState.WaitingForOpponent: { Debug.Log("WaitingForOpponent"); //break; // wait for all play to finish OnTurnWaitingForOpponentConfirmation(); break; } case GameState.ConfirmBet: { // did someone raise....or are we good Debug.Log("AI Confirms"); OnTurnOpponentConfirmed(); break; } case GameState.Deal: { // uh well...lets deal some cards Debug.Log("dealing blah"); OnTurnDeal(); break; } case GameState.GameFinished: { // lets talkabout what done looks like.... Debug.Log("GameFinished"); OnGameFinished(); break; } } }