Beispiel #1
0
    // Updates the game over and how to restart msg for each game state
    public void UpdateMessages(GameStates.States gameState)
    {
        switch (gameState)
        {
        case GameStates.States.MENU:
            UpdateScore(0);
            GameOverGUI.guiText.enabled = false;
            StartMsgGUI.guiText.enabled = true;
            StartMsgGUI.text            = StartGUIText;
            break;

        case GameStates.States.PLAYING:
            GameOverGUI.guiText.enabled = false;
            StartMsgGUI.guiText.enabled = false;
            break;

        case GameStates.States.GAME_OVER:
            GameOverGUI.guiText.enabled = true;
            StartMsgGUI.guiText.enabled = true;
            StartMsgGUI.text            = RestartGUIText;
            break;

        default:
            break;
        }
    }
    public static void ChangeState(GameStates.States state)                                     //Use of a Static Function (called in TitleScreen.cs)
    {
        GameStates.currentState = state;

        switch (GameStates.currentState)                                                                                //Switch Statement #2
        {
        case GameStates.States.OpenMenu:
            print("Opening Menu");
//			player.SetActive (true);
//			widgets.SetActive (false);
//			title.SetActive (true);
//			coins.SetActive (true);
//			powerUps.SetActive (true);
//			movement.enabled = false;
            break;

        case GameStates.States.CloseMenu:
            print("Closing Menu");
//			title.SetActive (false);
            break;

        case GameStates.States.StartGame:
            print("Starting Game");
//			player.SetActive (true);
//			widgets.SetActive (true);
//			coins.SetActive (true);
//			powerUps.SetActive (true);
//			movement.enabled = true;
            break;
        }
    }
 void GameOver()
 {
     // Update state
     CurrentState = GameStates.States.GAME_OVER;
     // Show the game over and restart message
     hud.UpdateMessages(CurrentState);
     // Play dying sound
     audio.Play();
 }
 // Execute when changing game states
 #region States
 void MainMenu()
 {
     // Update state
     CurrentState = GameStates.States.MENU;
     // Reset the score from the previous play session
     score = 0;
     // Remove blocks from previous play sessions
     blockController.RemoveAllBlocks();
     // Show the start up message
     hud.UpdateMessages(CurrentState);
 }
    void StartGame()
    {
        // Update state
        CurrentState = GameStates.States.PLAYING;
        // Spawn the player
        GameObject playerInstance = Instantiate(PlayerPrefab, Vector2.one, Quaternion.identity) as GameObject;

        playerController = playerInstance.GetComponent <PlayerController>();
        playerController.SetHUD(hud);
        // Start counting the score
        StartCoroutine(BuildScore());
        // Reset the wave spawner timer
        blockController.Restart();
        // Remove the start message
        hud.UpdateMessages(CurrentState);
        // Play ok sound effect
        MenuConfirmSound.Play();
    }
 public void ChangeState(GameStates.States state)
 {
     GameState = state;
 }
 public void SetState(GameStates.States newState)
 {
     gameState.CurrentState = newState;
 }