/// <summary> /// Allows the screen to run logic, such as updating the transition /// position. Unlike HandleInput, this method is called regardless of /// whether the screen is active, hidden, or in the middle of a /// transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = EScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. screenState = UpdateTransition(gameTime, transitionOffTime, 1) ? EScreenState.TransitionOff : EScreenState.Hidden; } else { // Otherwise the screen should transition on and become active. screenState = UpdateTransition(gameTime, transitionOnTime, -1) ? EScreenState.TransitionOn : EScreenState.Active; } }
public virtual void Update(GameTime gameTime) { if (mInitialized == false) { Initialize(); } mScreenState = EScreenState.Active; }
// Use this for initialization void Start() { if (CGame.Singleton.winState == CGame.EWinState.HighscoreBeaten) { gameOverPage.SetActive(false); inputHighscore.SetActive(true); state = EScreenState.Highscore; } else if (CGame.Singleton.winState == CGame.EWinState.Win) { gameOverPage.SetActive(true); inputHighscore.SetActive(false); secondaryGameOverText.text = "You got out!"; state = EScreenState.GameOver; } else // CGame.Singleton.winState == CGame.EWinState.Lose { gameOverPage.SetActive(true); inputHighscore.SetActive(false); secondaryGameOverText.text = "She got you!"; state = EScreenState.GameOver; } }
/// <summary> /// Allows the screen to run logic, such as updating the transition /// position. Unlike HandleInput, this method is called regardless of /// whether the screen is active, hidden, or in the middle of a /// transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = EScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. screenState = UpdateTransition(gameTime, transitionOffTime, 1) ? EScreenState.TransitionOff : EScreenState.Hidden; } else { // Otherwise the screen should transition on and become active. screenState = UpdateTransition(gameTime, transitionOnTime, -1) ? EScreenState.TransitionOn : EScreenState.Active; } }