private static void DoOnGameStateChange() { switch (GameState) { case GameStates.GoodGameOver: { WinScene.PlayScene(); HexMap.PlayWinScene(); } break; } }
private void Awake() { if (instance == null) { instance = this; instance.gameObject.SetActive(false); } else { Debug.LogError("Tried to instantiate more than one map!"); return; } }
//private RotatingBarrel m_Barrel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. //spriteBatch = new SpriteBatch(GraphicsDevice); m_Scheduler = new SceneScheduler(); m_Scheduler.MainTune = Music.GetMenuTune(); m_PlayingScene = new PlayingScene(); m_ChooseModeScene = new ChooseModeScene(@"Backgrounds\ChooseMode"); m_SelectPlayerScene = new SelectPlayerScene(@"Backgrounds\JoinPlayers"); m_SplashScreen = new SplashScene(@"Backgrounds\Splash"); m_WinScene = new WinScene(@"Backgrounds\Score"); m_CreditsScene = new CreditsScene(@"Backgrounds\Credits"); m_Scheduler.AddSceneChange( new SceneChange(m_SplashScreen, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_SelectPlayerScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_SelectPlayerScene, m_PlayingScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); //m_Scheduler.AddSceneChange(new SceneChange(m_ChooseModeScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); //m_Scheduler.AddSceneChange(new SceneChange(m_ChooseModeScene, m_PlayingScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_WinScene, gt => m_PlayingScene.GameOver())); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_WinScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_CreditsScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Y))); m_Scheduler.AddSceneChange(new SceneChange(m_CreditsScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); m_Scheduler.AddSceneChange(new SceneChange(m_CreditsScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); Components.Add(m_CreditsScene); Components.Add(m_WinScene); Components.Add(m_SplashScreen); Components.Add(m_SelectPlayerScene); Components.Add(m_ChooseModeScene); Components.Add(m_PlayingScene); Components.Add(m_Scheduler); //Components.Add(m_Barrel); base.LoadContent(); // TODO: use this.Content to load your game content here }
void Start() { lostPlayers = new List <PlayerStatus>(); soloWin = FindObjectOfType <WinScene>(); switcher = FindObjectOfType <CameraSwitch>(); uiManager = FindObjectOfType <UIManager>(); winCamera = GameObject.FindGameObjectWithTag("WinCamera").GetComponent <Camera>(); selectionBehaviours = GameObject.FindObjectOfType <Selector>().transform.parent.gameObject; generator = GameObject.FindObjectOfType <Generator>(); cameraPosition = GameObject.FindObjectOfType <CameraPosition>(); musicPlayer = GameObject.FindObjectOfType <MusicPlayer>(); highestFloor = floor = 0; ReportNewFloor(0); state = GameState.Menu; oldState = state; State = state; players = FindObjectsOfType <PlayerStatus>(); }
public GameController() { _winScene = new WinScene(); _gameScene = new GameScene(); _currentScene = _gameScene; }
void WinIdle() { WinScene.SetBool("WinIdle", true); }