Beispiel #1
0
    private void HandleDeactivateEvent(MonoBehaviourEventArgs args)
    {
        if (MatchStateManager.IsMain())
        {
            int index = Random.Range(0, zenPop.Length - 1);

            _audio.PlayOneShot(zenPop[index]);
        }
    }
Beispiel #2
0
    private void HandlePedestalDeactivation(MonoBehaviourEventArgs args)
    {
        var pedestalController = args.behavior as ZMPedestalController;

        if (_playerInfo == pedestalController.PlayerInfo)
        {
            RemoveSoul(pedestalController);
        }
    }
Beispiel #3
0
    private void HandleDeactivateEvent(MonoBehaviourEventArgs args)
    {
        var pedestalController = args.behavior as ZMPedestalController;

        if (_playerInfo == pedestalController.PlayerInfo)
        {
//			_particleSystem.emission = true;
        }
    }
Beispiel #4
0
    private void HandleMinScoreReached(ZMPlayerInfoEventArgs args)
    {
        if (_playerInfo == args.info)
        {
            var outArgs = new MonoBehaviourEventArgs(this);

            _audio.Stop();

            Notifier.SendEventNotification(SoulDestroyedEvent, outArgs);
        }
    }
Beispiel #5
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    private void HandleActivateEvent(MonoBehaviourEventArgs args)
    {
        var pedestalController = args.behavior as ZMPedestalController;

        if (_playerInfo == pedestalController.PlayerInfo)
        {
            var emission = _particleSystem.emission;

            emission.enabled = false;
        }
    }
Beispiel #6
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    private void Disable()
    {
        var args = new MonoBehaviourEventArgs(this);

        _scoreState       = ScoreState.SCORING_DISABLED;
        _renderer.enabled = false;
        _timedCounter.gameObject.SetActive(false);
        zenAbsorbEffect.Stop();

        _light.enabled = false;

        Notifier.SendEventNotification(OnDeactivateEvent, args);
    }
Beispiel #7
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    // public methods
    public void Enable()
    {
        var args = new MonoBehaviourEventArgs(this);

        _scoreState = ScoreState.SCORING_ENABLED;
        _timedCounter.Reset();
        _timedCounter.gameObject.SetActive(true);
        _renderer.enabled = true;
        _timedCounter.StartTimer();

        zenAbsorbEffect.Play();

        _light.enabled = true;

        Notifier.SendEventNotification(OnActivateEvent, args);
    }
Beispiel #8
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 void HandleDeactivateEvent(MonoBehaviourEventArgs args)
 {
     GetComponent <Light>().enabled = false;
 }
Beispiel #9
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 void HandleActivateEvent(MonoBehaviourEventArgs args)
 {
     Debug.Log("toggle activate");
     enabled = true;
 }
Beispiel #10
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    private void HandleSoulDestroyedEvent(MonoBehaviourEventArgs args)
    {
        var soul = args.behavior as ZMSoul;

        RemoveSoul(soul);
    }