public void Awake()
    {
        IsShowingBuyUI = false;

        floorSystem = FloorSystem.Instance;
        floorSystem.onShowingDifferentFloor.AddListener(Show);
        floorSystem.onBuyFloor.AddListener(Show);
    }
Example #2
0
 // Start is called before the first frame update
 void Start()
 {
     m_Collider           = GetComponent <BoxCollider>();
     m_Timer              = 0;
     m_BoxListParent      = Instantiate(new GameObject());
     m_BoxListParent.name = "BoxList";
     // m_BoxList = new List<GameObject>();
     m_FloorSystem = GameObject.Find("FloorSystem").GetComponent <FloorSystem>();
 }
Example #3
0
        protected override void Update(GameTime gameTime)
        {
            Input.UpdateState();

            PlayerSystem.Update();
            FloorSystem.Update();

            base.Update(gameTime);
        }
Example #4
0
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            Globals.SpriteBatch = new SpriteBatch(GraphicsDevice);

            Assets.Load();
            PlayerSystem.Load();
            FloorSystem.Load();
        }
Example #5
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            Globals.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone);;
            FloorSystem.Draw();
            PlayerSystem.Draw();

            Globals.SpriteBatch.End();

            base.Draw(gameTime);
        }