public void Init(ScoreUI scoreUI) { this.uiScore = scoreUI; OnPlayerHitChain.AddListener(UpdateHitCount); OnScoreEvent.AddListener(UpdateScoreCount); }
void Start() { iterationText.totalIterations = ITERATIONS; inTurnSpace = new List <SheetBehaviour>(); outTurnSpace = new List <SheetBehaviour>(); int zOffset = 15; int yOffset = 7; ScoreEvent inTurnScore = new ScoreEvent(); ScoreEvent outTurnScore = new ScoreEvent(); inTurnScore.AddListener(inTurnUpdate); outTurnScore.AddListener(outTurnUpdate); for (int i = 0; i < SWARM_SIZE / 5; i++) { for (int j = 0; j < 5; j++) { SheetBehaviour inTurnSheet = Instantiate <SheetBehaviour>(sheetPrefab); SheetBehaviour outTurnSheet = Instantiate <SheetBehaviour>(sheetPrefab); inTurnSheet.transform.position = new Vector3(0, yOffset * i, zOffset * (j + 1)); outTurnSheet.transform.position = new Vector3(0, yOffset * i, -(zOffset * (j + 1))); inTurnSheet.InitializeObject(true, inTurnScore); outTurnSheet.InitializeObject(false, outTurnScore); inTurnSpace.Add(inTurnSheet); outTurnSpace.Add(outTurnSheet); } } }
void Awake() { _currentState = GameState.WAITING; _playersReady = new bool[4]; HouseLevelChange = new HouseChangeEvent(); GameEnd = new IntEvent(); GameStart = new UnityEvent(); Score = new ScoreEvent(); PlayerActive = new ActiveEvent(); GameEnd.AddListener(OnGameEnd); GameStart.AddListener(OnGameStart); HouseLevelChange.AddListener(OnHouseLevelChange); PlayerActive.AddListener(OnPlayerActive); Score.AddListener(OnScore); cameraAudioSource = GetComponent <AudioSource>(); cameraAudioSource.clip = loopingClips[0]; cameraAudioSource.Play(); SceneManager.sceneLoaded += OnSceneLoaded; if (GameOverText) { GameOverText.SetActive(true); string newGameOverText = $"All players press any button to play"; GameOverText.GetComponent <TextMeshProUGUI>().text = newGameOverText; } }
// Use this for initialization void Start() { if (OnScore == null) { OnScore = new ScoreEvent(); } OnScore.AddListener(MakeScore); }
private void Start() { _timer = snitchSettings.directionTimer; _scoreEvent = new ScoreEvent(); _scoreEvent.AddListener(ScoreManager.IncrementScore); TryGetComponent <Rigidbody>(out _rb); //give it a lil push //_rb.AddForce(Vector3.forward); }
void Start() { perfectDistance = (boxSize / 2 + ArrowSequence.arrowSize / 2) / 8; greatDistance = (boxSize / 2 + ArrowSequence.arrowSize / 2) / 4; goodDistance = (boxSize / 2 + ArrowSequence.arrowSize / 2) / 2; almostDistance = (boxSize / 2 + ArrowSequence.arrowSize / 2); onScoreChange.AddListener(sequence.DestroyPeek); Debug.Log("Perfect = " + (this.transform.position.y + perfectDistance)); Debug.Log("Great = " + (this.transform.position.y + greatDistance)); Debug.Log("Good = " + (this.transform.position.y + goodDistance)); Debug.Log("Almost = " + (this.transform.position.y + almostDistance)); TextPos = streakText.transform.position; FirstStreakColor = streakText.colorGradientPreset; consecutiveHits = 0; }
void Start() { if (OnWin == null) { OnWin = new ScoreEvent(); } OnWin.AddListener(WinPlayer); foreach (Ball ball in FindObjectsOfType <Ball>()) { ball.OnScore.AddListener(Score); } foreach (PlayerLife player in FindObjectsOfType <PlayerLife>()) { print(player.playerNumber); player.OnDeath.AddListener(DeathPlayer); player.ApplyDamage(player.TotalLife); } EndGameManager = FindObjectOfType <EndGameManager>(); AudioManager.instance.PlayAudioClip(matchClip); }
void Awake() { addToScore.AddListener(AddAmountToScore); removeFromScore.AddListener(RemoveAmountFromScore); }
// Add listeners public void AddScoreEventListener(UnityAction <ScreenSide, int> listener) { scoreEvent.AddListener(listener); }
public void AddScoreListener(UnityAction <int> listener) { score.AddListener(listener); }