Example #1
0
        public static void SetState(FGameState newGameState)
        {
            switch (gState)
            {
            case FGameState.InGame:
                switch (newGameState)
                {
                case FGameState.GamePaused:
                    Manager.GamePause();
                    break;

                default:
                    break;
                }
                break;

            case FGameState.GamePaused:
                switch (newGameState)
                {
                case FGameState.InGame:
                    Manager.GameContinue();
                    break;

                default:
                    break;
                }
                break;

            case FGameState.WaitingForGame:
                break;

            default:
                break;
            }
        }
Example #2
0
 public static bool Is(FGameState state)
 {
     if (Cutscene.IsActive)
     {
         return(Flags.Check((uint)FGameState.Cutscene, (uint)state, Flags.CheckType.MatchAny));
     }
     return(Flags.Check((uint)State, (uint)state, Flags.CheckType.MatchAny));
 }
Example #3
0
        public void SpawnStartMenu(FGameState enterGameState, FGameState exitGameState, StartMenuResult result)
        {
            GameObject startMenuChildEditor = GUIManager.SpawnNGUIChildEditor(gameObject, GUIManager.Get.NGUIStartMenu, false);

            //GUIStartMenu startMenu = startMenuChildEditor.GetComponent <GUIStartMenu> ();
            result.EnterGameState = enterGameState;
            result.ExitGameState  = exitGameState;
            GUIManager.SendEditObjectToChildEditor <StartMenuResult>(startMenuChildEditor, result);
        }
Example #4
0
 public FMenu(FGameState inGameState) : base(inGameState)
 {
 }
Example #5
0
 public FState(FGameState inGameState)
 {
     _gameState = inGameState;
 }
Example #6
0
 public FGameOver(FGameState inGameState) : base(inGameState)
 {
 }
Example #7
0
 public FGame(FGameState inGameState) : base(inGameState)
 {
 }
Example #8
0
 public FGameExiting(FGameState inGameState) : base(inGameState)
 {
 }