timers for start and end game
continue screen probably working
This commit is contained in:
parent
77c597498f
commit
ea93620755
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@ -159,7 +159,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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if (HighestStack(board) >= 13) {
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delayState = DelayState.Loss;
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StartCoroutine(HandleLoss());
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StartCoroutine(HandleLoss(3f));
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// TODO - Do a bunch of networking silliness to end the game here
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}
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@ -177,10 +177,14 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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}
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// Draw the big collapse of pieces after a few seconds
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IEnumerator HandleLoss() {
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IEnumerator HandleLoss(float timer) {
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if (board == null) yield break;
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// Wait three seconds before doing the crumble so they can watch in dismay
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// at the piles of trash that killed them
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yield return new WaitForSeconds(3f);
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active = false;
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yield return new WaitForSeconds(timer);
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// First, crumble the board to be really cool
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for(int x = 0; x < board.Count; ++x) {
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var col = board[x];
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@ -191,6 +195,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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// Now, re-initialize the board, so those falling pieces are the last of our board
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board = BoardStateExtension.Initialize();
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render.RebuildStack(board);
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render.Render(board);
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}
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#endregion
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@ -635,7 +641,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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if (isMine) {
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//checkDirty();
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render.RebuildStack(board);
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GameLogic();
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render.RebuildStack(board);
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if (Time.time >= nextNetworkTick && NetworkManager.inRoom){
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UpdateNow();
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@ -649,7 +657,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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// Seriously I can't believe this works this is dirty
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// It does make it render twice as fast, I have idea
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render.Render(board);
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// i fix by doing two rebuild stacks >:)
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// render.Render(board);
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render.SetComboLevel(Combo);
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render.SetScoreValue(score);
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@ -670,7 +679,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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public void Setup(){
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board = BoardStateExtension.Initialize();
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StopAllCoroutines(); // Murder all coroutines :'D
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StopAI();
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// This is to reset the AI
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// Build the list of possible placements the AI may use
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@ -697,6 +706,15 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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active = true;
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}
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public void Stop(){
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StopAI();
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active = false;
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}
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public void Clear(){
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delayState = DelayState.None;
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StartCoroutine(HandleLoss(0f));
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}
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public IEnumerable<TileInfo> Neighbors(int x, int y, BoardState bs) {
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var self = bs.tile(x, y);
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@ -871,10 +889,18 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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StartAI();
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}
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Coroutine aiThinkCoroutine;
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public void StartAI(float thinkTime = 0.5f) {
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AIEnabled = true;
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AIMoveTime = thinkTime;
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StartCoroutine(AIThink());
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aiThinkCoroutine = StartCoroutine(AIThink());
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}
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public void StopAI(){
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AIEnabled = false;
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if (aiThinkCoroutine != null) StopCoroutine(aiThinkCoroutine);
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aiThinkCoroutine = null;
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}
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public bool AIEnabled = false;
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@ -3,12 +3,20 @@ using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using TMPro;
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public class GameBoardInstance : MonoBehaviour {
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public static GameBoardInstance instance { get; private set; }
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public GameBoard player1, player2;
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[Header("Text")]
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public TextMeshProUGUI headerTextMesh;
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public string startKey;
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public string gameSetKey;
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[Header("Referneces")]
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public GameObject tilePrefab;
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public Sprite[] regular;
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public Sprite[] lit;
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@ -21,7 +29,64 @@ public class GameBoardInstance : MonoBehaviour {
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instance = this;
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}
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private void Update() {
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var state = GameTransition.Instance.state;
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if (state == GameState.InGame && !endGameCoroutine){
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var over = player1.delayState == GameBoard.DelayState.Loss || player2.delayState == GameBoard.DelayState.Loss;
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if (over){
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player1.Stop();
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player2.Stop();
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StartCoroutine(EndGameTimer(5f));
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}
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} else if (state == GameState.Continue){
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var response = -1;
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if (NetworkManager.inRoom){
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response = PlayerProperties.GetAllResponse();
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if (PlayerProperties.playerResponse.GetLocal() == 2){
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response = 2;
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}
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} else {
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response = PlayerProperties.playerResponse.GetLocal();
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}
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switch(response){
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case 0:
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SetupGame();
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break;
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case 1:
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case -2:
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GameTransition.Instance.state = GameState.Lobby;
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player1.Clear();
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player2.Clear();
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break;
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case 2:
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if (NetworkManager.inRoom){
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NetworkManager.net.OpLeaveRoom();
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GameTransition.Instance.state = GameState.Multiplayer;
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} else {
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GameTransition.Instance.state = GameState.Menu;
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}
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player1.Clear();
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player2.Clear();
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break;
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case -3:
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GameTransition.Instance.state = GameState.Menu;
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player1.Clear();
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player2.Clear();
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break;
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default: break;
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}
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}
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}
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public void SetupGame(){
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System.Action callback;
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player1.Clear();
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player2.Clear();
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if (NetworkManager.inRoom){
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var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID);
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@ -31,19 +96,57 @@ public class GameBoardInstance : MonoBehaviour {
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player1.authorityID = p1.ID;
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player2.authorityID = p2.ID;
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player1.Setup();
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player2.Setup();
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callback = StartMultiPlayer;
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} else {
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player1.authorityID = -1;
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player2.authorityID = -1;
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player1.Setup();
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player2.Setup();
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player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
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callback = StartSinglePlayer;
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}
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GameTransition.Instance.state = GameState.InGame;
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StartCoroutine(StartGameTimer(3f, callback));
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}
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private IEnumerator StartGameTimer(float timer, System.Action callback){
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var t = Time.time;
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while(Time.time - t <= timer){
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headerTextMesh.text = Mathf.CeilToInt(timer - (Time.time - t)).ToString();
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yield return null;
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}
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headerTextMesh.text = Localization.GetString(startKey);
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PlayerProperties.CreatePlayerHashtable();
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callback();
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yield return new WaitForSeconds(2f);
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headerTextMesh.text = "";
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}
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private bool endGameCoroutine;
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private IEnumerator EndGameTimer(float timer){
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endGameCoroutine = true;
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headerTextMesh.text = Localization.GetString(gameSetKey);
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yield return new WaitForSeconds(timer);
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headerTextMesh.text = "";
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GameTransition.Instance.state = GameState.Continue;
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Rematch.Instance.Setup();
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endGameCoroutine = false;
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}
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private void StartSinglePlayer(){
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player1.Setup();
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player2.Setup();
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player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
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}
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private void StartMultiPlayer(){
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player1.Setup();
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player2.Setup();
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}
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}
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@ -95,11 +95,18 @@ public class GameBoardRender : MonoBehaviour {
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for (var i = 0; i < state.Count; ++i) {
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var root = basePoint.GetChild(i);
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var t = state[i];
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RebuildStack(root, t);
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DrawStack(root, t);
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}
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}
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public void RebuildStack(BoardState state){
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for (var i = 0; i < state.Count; ++i) {
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var root = basePoint.GetChild(i);
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var t = state[i];
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RebuildStack(root, t);
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}
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}
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public void RenderName(){
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if (NetworkManager.inRoom && board.authorityID != -1){
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var player = NetworkManager.net.CurrentRoom.GetPlayer(board.authorityID);
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@ -3751,6 +3751,161 @@ MonoBehaviour:
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@ -51,6 +51,20 @@ MonoBehaviour:
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text: READY\nUP
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- key: MULTIPLAYER_READYWAITING
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text: WAITING
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- key: CONTINUE_CONTINUE
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text: CONTINUE?
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- key: CONTINUE_WAITING
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text: WAITING...
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- key: CONTINUE_REMATCH
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text: REMATCH
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- key: CONTINUE_RETURNTOLOBBY
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text: RETURN TO LOBBY
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- key: CONTINUE_LEAVEROOM
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text: LEAVE ROOM
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- key: GAME_START
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text: START
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- key: GAME_GAMESET
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text: GAME SET
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japaneseLocals:
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- key: GAME_SCORE
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text: "\u30B9\u30B3\u30A2"
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@ -90,6 +104,20 @@ MonoBehaviour:
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text:
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- key: MULTIPLAYER_READYWAITING
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text:
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- key: CONTINUE_CONTINUE
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text:
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- key: CONTINUE_WAITING
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text:
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- key: CONTINUE_REMATCH
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text:
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- key: CONTINUE_RETURNTOLOBBY
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text:
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- key: CONTINUE_LEAVEROOM
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text:
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- key: GAME_START
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text:
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- key: GAME_GAMESET
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text:
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spanishLocals:
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- key: GAME_SCORE
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text:
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@ -129,3 +157,17 @@ MonoBehaviour:
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text:
|
||||
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Loading…
Reference in New Issue