public void TriggerEvent <T>(T evt = null) where T : GameEvent { EventDesc desc = new EventDesc(); desc.type = typeof(T); desc.evt = evt; queue.Enqueue(desc); }
public void StartEvent1() { EventTitle.GetComponent <Text>().text = "Congratulations!"; EventDesc.GetComponent <Text>().text = "You've earned points for advancing!"; EventText.GetComponent <Text>().text = "You've earned " + diceSideThrown + " points!"; //Debug.Log("try again 2"); PanelEvent.gameObject.SetActive(true); Dice.gameObject.SetActive(false); }
public virtual int _GetUniqueIdentifier() { var hashCode = 399326290; hashCode = hashCode * -1521134295 + (EventID?.GetHashCode() ?? 0); hashCode = hashCode * -1521134295 + (EventDesc?.GetHashCode() ?? 0); hashCode = hashCode * -1521134295 + (EventTime?.GetHashCode() ?? 0); return(hashCode); }
public void FlushQueue() { //store count now because flushing the queue may add new events int total = queue.Count; for (int i = 0; i < total; i++) { EventDesc desc = queue.Dequeue(); if (desc == null) { continue; } Action <GameEvent> del = dict.Get(desc.type) as Action <GameEvent>; if (del != null) { del.Invoke(desc.evt); } } }
public void waypointEventPlayer(ref int waypoint, ref GameObject player, ref bool playerTurn) { //number of tiles movement/points for tile event switch (waypoint) { case 4: TilePoint = 2; break; case 9: TilePoint = -1; break; case 14: TilePoint = -2; break; case 19: TilePoint = -3; break; case 24: TilePoint = 2; break; case 29: TilePoint = -4; break; default: playerTurn = false; TileEventCheck = false; return; } // Debug.Log("player waypoint: " + waypoint); //start moving forward/backward switch (waypoint) { case 4: case 24: EventTitle.GetComponent <Text>().text = "Congratulations!"; EventDesc.GetComponent <Text>().text = "You've earned extra points from tile event!"; EventText.GetComponent <Text>().text = "You've earned " + TilePoint + " points! \n" + "You've moved " + TilePoint + " tiles forward!"; if (!move) { StartCoroutine(TileEventPanel(true, false)); } break; case 9: case 14: case 19: case 29: //Debug.Log("Back allowed"); EventTitle.GetComponent <Text>().text = "Better Luck Next Time!"; EventDesc.GetComponent <Text>().text = "Oh no! You've lost some points from tile event!"; EventText.GetComponent <Text>().text = "You've lost " + Mathf.Abs(TilePoint) + " points! \n" + "You've moved " + Mathf.Abs(TilePoint) + " tiles backwards!"; if (!back) { Debug.Log("try again"); StartCoroutine(TileEventPanel(false, true)); } break; default: player.GetComponent <FollowThePath>().moveAllowed = false; break; } waypointEventPoint(TilePoint, ref waypoint, ref player, ref playerTurn); }