Beispiel #1
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 private void OnGameStateChanged(GameStateChanged data)
 {
     if (data.state == LevelManager.GameState.Building)
     {
         this.OnReset();
     }
 }
Beispiel #2
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 private void OnGameStateChanged()
 {
     if (GameStateChanged != null)
     {
         GameStateChanged?.Invoke();
     }
 }
 private void UpdateGameState()
 {
     try {
         GameState = ((ScummEngineAccessor)engine).GetScummState();
         GameStateChanged?.Invoke();
     } catch (IncompleteReadException) { }
 }
Beispiel #4
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 public virtual void OnGameStateChanged()
 {
     foreach (var participant in _observers)
     {
         GameStateChanged?.Invoke(this, participant, new GameStateChangedEventArgs(CurrentStatus));
     }
 }
 private void Start()
 {
     // FIXME: Change this once main menu is implemented
     CurrentState = GameState.Paused;
     Pause();
     GameStateChanged.Invoke();
 }
Beispiel #6
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 private void OnGameStateChanged(GameStateChanged newState)
 {
     if (newState.state == LevelManager.GameState.Running)
     {
         this.visitedContraptionPartList = new List <BasePart>();
     }
 }
Beispiel #7
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 protected virtual void OnGameStateChanged(GameStateChanged data)
 {
     if (data.state == LevelManager.GameState.Building)
     {
         this.ResetToStartPosition();
     }
 }
Beispiel #8
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 private void ReceiveGameStateChanged(GameStateChanged data)
 {
     this.m_setupCompleted = false;
     if (data.state == LevelManager.GameState.TutorialBook)
     {
         this.m_state   = Tutorial.State.Initial;
         this.m_playing = false;
         this.m_pointer.Show(false);
         this.m_tutorialBookOpened = true;
     }
     else if (data.state == LevelManager.GameState.Building)
     {
         if (!this.m_finished)
         {
             base.StartCoroutine(this.StartTutorial());
         }
     }
     else if (data.state == LevelManager.GameState.Running)
     {
         this.m_playing = false;
         this.m_pointer.Show(false);
         this.m_state = Tutorial.State.Initial;
         this.m_contraptionStarted = true;
     }
     else
     {
         this.m_playing = false;
         this.m_pointer.Show(false);
     }
 }
Beispiel #9
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 private void OnGameStateChanged(GameStateChanged data)
 {
     if (data.state == LevelManager.GameState.CakeRaceCompleted)
     {
         EventManager.Disconnect <GameStateChanged>(new EventManager.OnEvent <GameStateChanged>(this.OnGameStateChanged));
         this.Explode();
     }
 }
Beispiel #10
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 private void OnGameStateChanged(GameStateChanged newState)
 {
     LevelManager.GameState state = newState.state;
     if (state == LevelManager.GameState.Running || state == LevelManager.GameState.ShowingUnlockedParts || state == LevelManager.GameState.Building)
     {
         this.LoadState();
     }
 }
Beispiel #11
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 public void UpdateGameState(GameDto game)
 {
     GameState = game;
     GameStateChanged?.Invoke(this, new GameStateUpdatedEventArgs
     {
         Game = GameState
     });
 }
Beispiel #12
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 private void CheckLose()
 {
     if (player.Life == 0)
     {
         Timer.Stop();
         GameStateChanged?.Invoke(this, new GameStateHandlerEventArgs(GameState.Lose));
     }
 }
Beispiel #13
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 private void OnGameStateChanged(GameStateChanged newState)
 {
     if ((newState.state == LevelManager.GameState.Running && this.lastTrackedState == LevelManager.GameState.Building) || ((newState.state == LevelManager.GameState.Building || newState.state == LevelManager.GameState.ShowingUnlockedParts) && (this.lastTrackedState == LevelManager.GameState.Running || this.lastTrackedState == LevelManager.GameState.PausedWhileRunning)))
     {
         this.Released();
     }
     this.lastTrackedState = newState.state;
 }
Beispiel #14
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 private void CheckWin()
 {
     if (player.X == 29500)
     {
         Timer.Stop();
         GameStateChanged?.Invoke(this, new GameStateHandlerEventArgs(GameState.Win));
     }
 }
Beispiel #15
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 private void OnGameStateChanged(GameStateChanged change)
 {
     if (change.State == GameState.Playing)
     {
         GameObject ob = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/Avatar"), Vector3.zero, new Quaternion(0, 0, 0, 0));
         Main.Avatar = ob;
     }
 }
Beispiel #16
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        private void OnGameChanged(Player observerId, GameStateChangedEventArgs args)
        {
            if (args.CurrentState.GameState == GameState.Finished)
            {
                _activeGames.Remove(args.CurrentState.GameId);
            }

            GameStateChanged?.Invoke(this, observerId, args);
        }
Beispiel #17
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 private void OnGameStateChanged(GameStateChanged change)
 {
     if (change.State == GameState.Playing)
     {
         for (int i = 0; i < Enemy_list.Count; i++)
         {
             Destroy(Enemy_list[i]);
         }
     }
 }
Beispiel #18
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    public void StartMatch()
    {
        if (!isServer)
        {
            return;
        }

        running      = true;
        CurrentState = GameState.Running;
        GameStateChanged.Invoke();
    }
Beispiel #19
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 private void OnGameStateChanged(GameStateChanged change)
 {
     if (change.State == GameState.Over)
     {
         GetComponent <Text>().enabled = true;
     }
     else
     {
         GetComponent <Text>().enabled = false;
     }
 }
Beispiel #20
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 private void ReceiveGameStateChangeEvent(GameStateChanged newState)
 {
     if (newState.state == this.playOnGameState)
     {
         if (!this.playOnlyOnce || !this.audioPlayed)
         {
             this.audioManager.Play2dEffect(this.baseAudioSource);
             this.audioPlayed = true;
         }
     }
 }
            public static GameStateChanged Prepare(
                GameState state,
                GameState lastState
                )
            {
                var e = new GameStateChanged();

                e.State     = state;
                e.LastState = lastState;
                return(e);
            }
        public void SetState(GameState state)
        {
            ExitState();
            var lastState = State;

            State = state;

            EventDispatcher.Dispatch(GameStateChanged.Prepare(State, lastState));

            EnterState();
        }
Beispiel #23
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 private void ReceiveGameStateChangeEvent(GameStateChanged newState)
 {
     if (newState.state == LevelManager.GameState.Running)
     {
         this.running = true;
     }
     else
     {
         this.running = false;
     }
 }
Beispiel #24
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    private void ReceiveGameStateChangedEvent(GameStateChanged data)
    {
        switch (data.state)
        {
        case LevelManager.GameState.Building:
            this.SetMenu(this.buildMenuGo);
            break;

        case LevelManager.GameState.PreviewWhileBuilding:
            this.SetMenu(this.previewMenuGo);
            break;

        case LevelManager.GameState.PreviewWhileRunning:
            this.SetMenu(this.previewMenuGo);
            break;

        case LevelManager.GameState.Running:
        case LevelManager.GameState.Continue:
            this.SetMenu(this.flightMenuGo);
            break;

        case LevelManager.GameState.Completed:
            this.SetMenu(this.levelCompleteMenuGo);
            break;

        case LevelManager.GameState.PausedWhileRunning:
            this.SetMenu(this.pauseMenuGo);
            break;

        case LevelManager.GameState.PausedWhileBuilding:
            this.SetMenu(this.pauseMenuGo);
            break;

        case LevelManager.GameState.TutorialBook:
            this.SetMenu(this.tutorialBookMenuGo);
            break;

        case LevelManager.GameState.ShowingUnlockedParts:
            this.SetMenu(this.buildMenuGo);
            break;

        case LevelManager.GameState.MechanicGiftScreen:
            this.SetMenu(this.mechanicGiftScreenGo);
            break;

        case LevelManager.GameState.LootCrateOpening:
            this.SetMenu(null);
            break;

        case LevelManager.GameState.CakeRaceCompleted:
            this.SetMenu(this.cakeRaceCompleteMenuGo);
            break;
        }
    }
Beispiel #25
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 private void OnGameStateChanged(GameStateChanged newState)
 {
     if (newState.state == LevelManager.GameState.Building)
     {
         this.Recreate();
     }
     if (newState.state == LevelManager.GameState.Running)
     {
         this.Recreate();
         this.pig = WPFMonoBehaviour.levelManager.ContraptionRunning.FindPart(BasePart.PartType.Pig).gameObject;
     }
 }
Beispiel #26
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    public void ResetMatch()
    {
        if (!isServer)
        {
            return;
        }

        CurrentTime  = MatchTime;
        running      = false;
        CurrentState = GameState.ReadyToStart;
        GameStateChanged.Invoke();
    }
Beispiel #27
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        private void OnGameStateChanged(GameStateChanged obj)
        {
            var state = obj.Content;

            if (state == GameState.Idle)
            {
                SwitchToCamera(0);
            }
            else
            {
                SwitchToCamera(1);
            }
        }
Beispiel #28
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    private void SetGameState(GameState state)
    {
        Debug.Log(String.Format("Game state changed from {0} to {1}", this.state, state));

        bool stateChanged = this.state != state;

        this.state = state;

        if (stateChanged && GameStateChanged != null)
        {
            GameStateChanged.Invoke(state);
        }
    }
Beispiel #29
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 private void OnGameStateChanged(GameStateChanged newState)
 {
     if (newState.state == LevelManager.GameState.Running && newState.prevState == LevelManager.GameState.Building)
     {
         this.SubscribeToJointBreaks();
     }
     if (newState.state == LevelManager.GameState.PreviewMoving && newState.prevState == LevelManager.GameState.Preview)
     {
         this.LoadStepStates();
     }
     if ((newState.state == LevelManager.GameState.Building || newState.state == LevelManager.GameState.ShowingUnlockedParts) && (newState.prevState == LevelManager.GameState.Running || newState.prevState == LevelManager.GameState.PausedWhileRunning) && !this.isBroken)
     {
         this.LoadStepStates();
     }
 }
Beispiel #30
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 private void ReceiveGameStateChangeEvent(GameStateChanged newState)
 {
     if (newState.state == LevelManager.GameState.Running)
     {
         this.windEnabled = true;
     }
     else
     {
         this.windEnabled = false;
     }
     if (newState.state == LevelManager.GameState.Building)
     {
         this.ResetToInitialState();
     }
 }