public static void Setup(GameModeDef _def) { if (Game.Mode() != null) { Destroy(Game.Mode()); } var _gameGO = Game.Instance.gameObject; GameMode _gameMode = null; switch (_def.mode) { case GameModeType.NULL: Debug.Log("Trying to set game mode NULL!"); _gameMode = _gameGO.AddComponent <GameMode>(); break; case GameModeType.TEST: _gameMode = _gameGO.AddComponent <GameModeTest>(); break; case GameModeType.DEATH_MATCH: _gameMode = _gameGO.AddComponent <GameMode>(); break; default: Debug.LogError("Unknown game mode."); break; } if (_gameMode == null) { Debug.LogError("GameMode for " + _def.mode.ToString() + " does not exist!"); return; } _gameMode.Init(_def); }
public override void Init(GameModeDef _def) { base.Init(_def); var _deathMatchDef = _def as GameModeDeathMatchDef; respawnLimit = _deathMatchDef.respawnLimit; timeLimit = _deathMatchDef.timeLimit; }
public override void Init(GameModeDef _def) { base.Init(_def); var _deathMatchDef = (GameModeDeathMatchDef) _def; respawnLimit = _deathMatchDef.respawnCount; respawnDelay = _deathMatchDef.respawnDelay; timeLimit = _deathMatchDef.timeLimit; }
public override void Init(GameModeDef _def) { base.Init(_def); var _deathMatchDef = _def as GameModeDeathMatchDef; respawnLimit = _deathMatchDef.respawnLimit; timeLimit = _deathMatchDef.timeLimit; }
public override void Init(GameModeDef _def) { base.Init(_def); var _deathMatchDef = (GameModeDeathMatchDef)_def; respawnLimit = _deathMatchDef.respawnCount; respawnDelay = _deathMatchDef.respawnDelay; timeLimit = _deathMatchDef.timeLimit; }
public GameSetting() { modeSelected = modeDeathMatch; modes = new Dictionary<GameModeType, GameModeDef> { { GameModeType.NULL, modeNull }, { GameModeType.TEST, modeTest }, { GameModeType.DEATH_MATCH, modeDeathMatch }, }; }
public void Setup(GameModeDef _def) { if (_def.type == GameModeType.NULL) { Debug.LogError("Trying to setup NULL mode. Ignore."); return; } if (!_def.overrideMode) { if (mode != null || m_ModeToSet != null) { Debug.Log("Mode is already exist. "); return; } } var _gameGO = Game.Instance.gameObject; switch (_def.type) { case GameModeType.TEST: m_ModeToSet = _gameGO.AddComponent <GameModeTest>(); break; case GameModeType.DEATH_MATCH: m_ModeToSet = _gameGO.AddComponent <GameModeDeathMatch>(); break; default: Debug.LogError("Unknown game mode."); return; } m_ModeToSet.Init(_def); CancelInvoke("SetupProc"); if (setupDelay <= 0f) { Debug.LogWarning("Setup mode without delay. Sure?"); SetupProc(); } else { Invoke("SetupProc", setupDelay); } }
public void Setup(GameModeDef _def) { if (_def.type == GameModeType.NULL) { Debug.LogError("Trying to setup NULL mode. Ignore."); return; } if ( ! _def.overrideMode) { if (mode != null || m_ModeToSet != null) { Debug.Log("Mode is already exist. "); return; } } var _gameGO = Game.Instance.gameObject; switch (_def.type) { case GameModeType.TEST: m_ModeToSet = _gameGO.AddComponent<GameModeTest>(); break; case GameModeType.DEATH_MATCH: m_ModeToSet = _gameGO.AddComponent<GameModeDeathMatch>(); break; default: Debug.LogError("Unknown game mode."); return; } m_ModeToSet.Init(_def); CancelInvoke("SetupProc"); if (setupDelay <= 0f) { Debug.LogWarning("Setup mode without delay. Sure?"); SetupProc(); } else { Invoke("SetupProc", setupDelay); } }
public GameTransition Mode(GameModeDef _var) { mode = _var; return this; }
public virtual void Init(GameModeDef _def) { type = _def.type; overrideMode = _def.overrideMode; return; }
public override void Init(GameModeDef _def) { base.Init(_def); testLevel = (_def as GameModeTestDef).testLevel; }
public GameTransition Mode(GameModeDef _var) { mode = _var; return(this); }
public virtual void Init(GameModeDef _def) { mode = _def.mode; overrideMode = _def.overrideMode; return; }
public override void Init(GameModeDef _def) { base.Init(_def); testLevel = (_def as GameModeTestDef).testLevel; }