void Update()
{
resources.text = ""+myPlayer.GetResources();
if(Network.isServer || GameType.getGameType() == "Local") {
//playerText.guiSkin = player1Box;
playerText.text = "Player 1";
if(actionsLeft != null) {
if(player1Confirm) {
actionsLeft.text = "0";
}
else {
actionsLeft.text = ""+(3-actionNum);
}
}
} else {
//playerText.guiSkin = player2Box;
playerText.text = "Player 2";
if(actionsLeft != null) {
if(player1Confirm) {
actionsLeft.text = "0";
}
else {
actionsLeft.text = ""+(3-actionNum);
}
}
}
if(actionQueue != null) {
actionQueue.text = "Actions:\nAction 1: "+myActions[0]+"\nAction 2: "+myActions[1]+"\nAction 3: "+myActions[2];
}
if(helpText != null) {
helpText.text = ValueStore.helpMessage;
}
if(Network.isServer) {
if(player1ActionsReceived == 3 && player2ActionsReceived == 3) {
if(networkState == "waitingForActions") {
Debug.Log("Actions received, let's get going!!!");
networkState = "waitingForReady";
networkView.RPC("CheckReady", RPCMode.All);
} else if(networkState == "waitingForReady" && player1Confirm && player2Confirm) {
player1Confirm = false;
player2Confirm = false;
networkState = "performingPlayer1Action";
networkView.RPC("PerformAction", RPCMode.All, player1Actions[displayActionNum].GetActionMessage());
} else if(networkState == "performingPlayer1Action" && player1Confirm && player2Confirm) {
player1Confirm = false;
player2Confirm = false;
displayActionNum++;
if(displayActionNum >= 3) {
displayActionNum = 0;
networkState = "performingPlayer2Action";
networkView.RPC("PerformAction", RPCMode.All, player2Actions[displayActionNum].GetActionMessage());
} else {
networkView.RPC("PerformAction", RPCMode.All, player1Actions[displayActionNum].GetActionMessage());
}
} else if(networkState == "performingPlayer2Action" && player1Confirm && player2Confirm) {
player1Confirm = false;
player2Confirm = false;
displayActionNum++;
if(displayActionNum >= 3) {
displayActionNum = 0;
networkState = "resolveCollapse";
networkView.RPC("CollapseIfNeeded", RPCMode.All);
} else {
networkView.RPC("PerformAction", RPCMode.All, player2Actions[displayActionNum].GetActionMessage());
}
} else if(networkState == "resolveCollapse" && player1Confirm && player2Confirm) {
player1Confirm = false;
player2Confirm = false;
player1ActionsReceived = 0;
player2ActionsReceived = 0;
networkState = "waitingForActions";
networkView.RPC("Resume", RPCMode.All);
}
}
}
if(Input.GetKeyDown(KeyCode.D)) {
showDebug = !showDebug;
}
}