Beispiel #1
0
    private void onButtonPressed(Signal signal)
    {
        ButtonPressedSignal buttonPressedSignal = (ButtonPressedSignal)signal;

        if (buttonPressedSignal.InputButton == InputButton.SPACE)
        {
            SceneManager.LoadScene("MainScene");
        }
    }
Beispiel #2
0
    private void onButtonPressed(Signal signal)
    {
        ButtonPressedSignal buttonPressedSignal = (ButtonPressedSignal)signal;

        if (buttonPressedSignal.InputButton == InputButton.SPACE)
        {
            SignalManager.Inst.RemoveListener <ButtonPressedSignal>(onButtonPressed);
            myAnimator.SetTrigger("FlyIn");
        }
    }
    private void onButtonPressed(Signal signal)
    {
        ButtonPressedSignal buttonPressedSignal = (ButtonPressedSignal)signal;

        if (buttonPressedSignal.InputButton == InputButton.SPACE)
        {
            SignalManager.Inst.RemoveListener <ButtonPressedSignal>(onButtonPressed);
            Destroy(gameObject);
        }
    }
    private void onButtonPressed(Signal signal)
    {
        ButtonPressedSignal buttonPressedSignal = (ButtonPressedSignal)signal;

        if (mainCharacter.SetLandingPosition())
        {
            nextState = new PlayerJumpState(mainCharacter);
        }
        else if (buttonPressedSignal.InputButton == InputButton.LEFT)
        {
            nextState = new PlayerIdleState(mainCharacter);
        }
    }
    private void onButtonPressed(Signal signal)
    {
        ButtonPressedSignal buttonPressedSignal = (ButtonPressedSignal)signal;

        if (buttonPressedSignal.InputButton == InputButton.LEFTCLICK)
        {
            if (mainCharacter.SetLandingPosition())
            {
                if (mainCharacter.LandingPostion.transform.parent.name == "Planet")
                {
                    nextState = new PlayerHitPlanetState(mainCharacter);
                }
                else
                {
                    nextState = new PlayerJumpState(mainCharacter);
                }
            }
            else
            {
                nextState = new PlayerFlailState(mainCharacter);
            }
        }
    }