public void onPlayGame(PlayGameEvent e)
    {
        switch (e.game)
        {
        case MiniGames.PumpkinCarving:
            transform.position = pumpkin;
            break;

        case MiniGames.CornMaze:
            switch (e.difficulty)
            {
            case 1:
                transform.position = maze1;
                break;

            case 2:
                transform.position = maze2;
                break;

            case 3:
                transform.position = maze3;
                break;
            }
            break;

        case MiniGames.AppleBobbing:
            transform.position = apples;
            break;

        default:
            transform.position = start;
            break;
        }
    }
    public void onPlayGameEvent(PlayGameEvent e)
    {
        if (e.game != MiniGames.PumpkinCarving)
        {
            // early out
            return;
        }
        switch (e.difficulty)
        {
        case 1:
            easy.gameObject.SetActive(true);
            break;

        case 2:
            normal.gameObject.SetActive(true);
            break;

        case 3:
            hard.gameObject.SetActive(true);
            break;

        default:
            break;
        }
    }
Beispiel #3
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 public void onPlayGame(PlayGameEvent e)
 {
     if (e.game == MiniGames.CornMaze && e.difficulty == level)
     {
         // move player and camera
         EventBus.Publish <ShowHintText>(new ShowHintText("Escape the Corn Maze!"));
         EventBus.Publish <MovePlayerEvent>(new MovePlayerEvent(transform.position));
         // unfreeze player
         EventBus.Publish <PlayerMovementEvent>(new PlayerMovementEvent(true));
     }
 }
Beispiel #4
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    public void onPlayGame(PlayGameEvent e)
    {
        // Prepare the minigame ot be played by resetting variables and swapping the displayed score text
        if (e.game == MiniGames.AppleBobbing)
        {
            EventBus.Publish <ShowHintText>(new ShowHintText("Click on the Apples!"));
            currApples = 0;
            playing    = true;

            appleScoreText.text    = currApples.ToString() + "/" + appleTarget.ToString() + " Apples";
            appleScoreText.enabled = true;

            difficulty = e.difficulty;

            currTime = 0.0f;
        }
    }
Beispiel #5
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    //============================================================
    // Event Handlers:
    //============================================================

    private static UnityAction ButtonsOnClick(Events eventToRaise)
    {
        // empty action to be returned later
        UnityAction action = null;

        // if the play button was clicked, return an action invoking the playgame event
        if (eventToRaise == Events.PlayGame)
        {
            if (PlayGameEvent != null)
            {
                action = () => { PlayGameEvent.Invoke(); };
            }
        }

        // otherwise, return an action invoking the highscores event
        else
        {
            if (HighScoresEvent != null)
            {
                action = () => { HighScoresEvent.Invoke(); };
            }
        }
        return(action);
    }
 public void onPlayGame(PlayGameEvent e)
 {
     Debug.Log("Playing Game!");
 }