Now we can add some public properties and give them values in the message handlers, to make sure they are always up to date. It will be an enum representing piece type values on the board (0, 1, 2). public class ChallengeManager : SingletonĬreate a new script called PieceType. Add four UnityEvents to it, representing all Challenge messages that other classes could be interested in. Let’s call it ChallengeManager and make it a Singleton. That way we don’t have to duplicate the same code in each class that needs them. Gameplayīefore we start implementing the gameplay itself, we need a class that will help us process incoming Challenge messages and store any needed Challenge variables. You can find part one, two, and three on our blog if you haven’t read them yet. In this final part we’ll set up the Game scene and implement the gameplay. Building a Turn-Based Multiplayer Game with GameSparks and Unity - Part 4 Introduction
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