public void EventHandler(SCG_Event e) { Event_LevelClear lc = e as Event_LevelClear; if (lc != null) { _fsm.TransitionTo <Delay>(); } }
public void EventHandler(SCG_Event e) { Event_BonusPoints bp = e as Event_BonusPoints; if (bp != null) { sadModel.score += bp.score; return; } Event_PlayerBulletHit bh = e as Event_PlayerBulletHit; if (bh != null) { sadModel.score += 7; return; } Event_PlayerShieldBlock sb = e as Event_PlayerShieldBlock; if (sb != null) { sadModel.score += 12; return; } Event_EnemyDeath ed = e as Event_EnemyDeath; if (ed != null) { sadModel.score += 100; return; } Event_PlayerRocketHit rh = e as Event_PlayerRocketHit; if (rh != null) { sadModel.score += 21; return; } Event_LanceHit sh = e as Event_LanceHit; if (sh != null) { sadModel.score += 3; } Event_LevelClear lc = e as Event_LevelClear; if (lc != null) { sadModel.lastScore = sadModel.endScore; sadModel.endScore = sadModel.score; } Event_Restart r = e as Event_Restart; if (r != null) { sadModel.lastScore = 0; sadModel.endScore = 0; sadModel.score = 0; sadModel.difficulty = 0; sadModel.level = 1; } }