pauseAll() public static method

public static pauseAll ( ) : void
return void
Beispiel #1
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="pause"></param>
    public void Pause(bool pause)
    {
        if (pause && _gameState != GAME_STATE.IDLE)
        {
            _lastState = _gameState;
            _gameState = GAME_STATE.IDLE;
            LeanTween.pauseAll();
        }
        else if (!pause && _gameState == GAME_STATE.IDLE)
        {
            _gameState = _lastState;
            LeanTween.resumeAll();
        }
        _currentLevel.Pause(pause);
        _fruitTree.Pause(pause);
        _strikerMonkey.Pause(pause);
        _collectorMonkey.Pause(pause);
        foreach (Guard g in _guardPool)
        {
            if (g.gameObject.activeSelf)
            {
                g.Pause(pause);
            }
        }

        //AudioController.PauseMusic(_currentStage.au);   //0.2s fade out
    }
Beispiel #2
0
 private void Start()
 {
     if (lerpEnemies)
     {
         LeanTween.pauseAll();
     }
 }
Beispiel #3
0
    private void Update()
    {
        if (gameStarted && !GameIsPaused)
        {
            if (canDropTimer)
            {
                StartCoroutine(CountDown());
            }

            if (canIncreaseReward)
            {
                StartCoroutine(IncreaseBonusReward());
            }

            if (gameTimer <= 210 && !lightsAreOn)
            {
                lightsAreOn = true;
                EventSystemGame.current.TurnLightsOn();
            }

            if (gameTimer <= 0)
            {
                EventSystemGame.current.GameOver(); //call the gameover event
                EventSystemGame.current.PlaySound("GameOver");
                EventSystemGame.current.StopSound("Music");
                LeanTween.pauseAll();
                gameStarted = false;
            }
        }
    }
Beispiel #4
0
    private void SuperHit()
    {
        Debug.Log("doing super hit");
        playerStatsLogic.powerUpModeActive = PowerUpType.SUPERHIT;
        touch.SetDisableMovment();
        movmentLogic.ResetRotation();
        animationLogic.SetDashing();
        LeanTween.cancel(character.gameObject, true);
        // var playerPosition = character.transform;
        var enemies = GameObject.FindGameObjectsWithTag("Enemy");

        LeanTween.pauseAll();
        Time.timeScale            = 0f;
        originalStr               = playerStatsLogic.Strength;
        playerStatsLogic.Strength = 100;

        Stack <GameObject> enemiesObject = new Stack <GameObject>();

        foreach (var enemy in enemies)
        {
            if (insideScreen(enemy.transform))
            {
                enemiesObject.Push(enemy);
                var enemyCollider = enemy.GetComponent <Collider2D>();
                enemyCollider.enabled = false;
            }
        }
        punchEnemies(enemiesObject);
        if (enemiesObject.Count == 0)
        {
            finishedSuperHit();
        }
    }
Beispiel #5
0
 private void Init(IAIManagerService aiManagerService,
                   IStateManager stateManager)
 {
     _aiManagerService = aiManagerService;
     _stateManager     = stateManager;
     _aiManagerService.PauseAI(true);
     LeanTween.pauseAll();
 }
 private void SetMovement(bool _Value)
 {
     if (_Value)
     {
         LeanTween.pauseAll();
     }
     else
     {
         LeanTween.resumeAll();
     }
 }
 /// <summary>
 /// Toggles Game-Pause
 /// </summary>
 public void TogglePause()
 {
     Paused = !Paused;
     if (Paused) // This is nasty, but it should work. It pauses ALL active tweens, but still allows new tweens to be started/ran.
     {
         LeanTween.pauseAll();
     }
     else
     {
         LeanTween.resumeAll(); // Resumes ALL tweens (including the ones that are NOT in GameState.Playing
     }
 }
 public void PauseGame(bool _showPause = true)
 {
     FindObjectOfType <SCR_Timer>().isPaused        = true;
     FindObjectOfType <SCR_InputManager>().isPaused = true;
     FindObjectOfType <SCR_Player>().isPaused       = true;
     if (_showPause)
     {
         pauseMenu.SetActive(true);
         pauseMenu.GetComponentInChildren <Button>().Select();
         Debug.Log("Button selecte!");
     }
     LeanTween.pauseAll();
 }
Beispiel #9
0
    public void manejarPausa()
    {
        pausa = !pausa;

        // Le digo a todas las inferfaces que manejen su pausa
        foreach (IPersonajeMapa unaInterfaz in listaInterfaces)
        {
            unaInterfaz.manejarPausa();
        }

        if (pausa)
        {
            LeanTween.pauseAll();
        }
        else
        {
            LeanTween.resumeAll();
        }
    }
Beispiel #10
0
 /*public void StartMinigame()
  * {
  *  Core.ChangeScene.MainMenu.StartMinigame(current.currentMinigameID);
  * }*/
 public void StartMinigame(AllScenes scene)
 {
     LeanTween.pauseAll();
     Core.ChangeScene.MainMenu.LoadByName(scene.ToString());
 }
Beispiel #11
0
 // pauses the time if players manages to answer before it runs out.
 public void Pause()
 {
     LeanTween.pauseAll();
 }
Beispiel #12
0
 public void Pause()
 {
     paused = true;
     LeanTween.pauseAll();
 }
Beispiel #13
0
 private void OnGamePause()
 {
     _rigidbody.constraints = RigidbodyConstraints.FreezeAll;
     LeanTween.pauseAll();
 }
Beispiel #14
0
        // Code that runs on entering the state.
        public override void OnEnter()
        {
            LeanTween.pauseAll();

            Finish();
        }
 public void OnEnter()
 {
     LeanTween.pauseAll();
     _ui.Pause();
 }
Beispiel #16
0
 public static void LTPauseAll(this Transform self)
 {
     LeanTween.pauseAll();
 }