public IEnumerator RoundComplete(Mission m, RoundResultInfo result) { var key = eventManager.OnRoundEndInvoke(result); while (EventMonitor.IsRunning(key)) { yield return(null); } yield return(null); }
public IEnumerator TimerUpdate(TimeUpdateInfo t) { var key = eventManager.OnTimerUpdateInvoke(t); while (EventMonitor.IsRunning(key)) { yield return(null); } yield return(null); }
public IEnumerator RoundStart(GameProgression.GameRound round) { var key = eventManager.OnRoundStartInvoke(round); while (EventMonitor.IsRunning(key)) { yield return(null); } yield return(null); }
public IEnumerator StageStart() { var key = eventManager.OnStageStartInvoke(); while (EventMonitor.IsRunning(key)) { yield return(null); } yield return(null); }
public IEnumerator MissionChosen(Mission m) { var key = eventManager.OnMissionChosenInvoke(m); while (EventMonitor.IsRunning(key)) { yield return(null); } yield return(null); }
public IEnumerator StageComplete(Mission m, RoundResultInfo result) { var key = eventManager.OnStageEndInvoke(m); while (EventMonitor.IsRunning(key)) { yield return(null); } yield return(StartCoroutine(RunMissionComplete(key, m))); yield return(null); }
public IEnumerator StageClicked(GameStage stage) { var key = eventManager.OnStageClickedInvoke(stage); while (EventMonitor.IsRunning(key)) { yield return(null); } GenerateMissions(PlayerData, stage); yield return(new WaitForSeconds(2f)); // this is a crap way to re-show the buttons, but for now, so be it ProgressPanel.OnShowStages.Invoke(); yield return(null); }