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;
 }
Beispiel #11
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 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;
	}