Example #1
0
 private void OnGameStateEvent(GameEventManager.GameStateEvent obj)
 {
     if (obj.myNewState == GameStateEnum.Playing)
     {
         myScore = 0;
     }
 }
Example #2
0
 private void OnGameState(GameEventManager.GameStateEvent obj)
 {
     if (obj.myNewState == GameStateEnum.Playing && obj.myOldState == GameStateEnum.Lose)
     {
         ClearAndDestroyObjects();
     }
     else if (obj.myNewState == GameStateEnum.Lose && obj.myOldState == GameStateEnum.Playing)
     {
         StopAllMovingGameObjects();
     }
 }
Example #3
0
 private void OnGameStateEvent(GameEventManager.GameStateEvent obj)
 {
     if (obj.myNewState == GameStateEnum.Playing && obj.myOldState == GameStateEnum.MainMenu)
     {
         ClearScoredObjects();
     }
     else if (obj.myNewState == GameStateEnum.Playing && obj.myOldState == GameStateEnum.Lose)
     {
         ClearScoredObjects();
     }
 }
Example #4
0
 private void OnGameStateChange(GameEventManager.GameStateEvent obj)
 {
     if (obj.myNewState == GameStateEnum.Lose)
     {
         isRunning = false;
         StopAllCoroutines();
     }
     else if (obj.myNewState == GameStateEnum.Playing)
     {
         isRunning    = true;
         mySpawnDelay = myOriginalSpawnDeley;
         StartCoroutine(Spawn());
     }
 }
 private void OnGameStateEvent(GameEventManager.GameStateEvent aEvent)
 {
     if (aEvent.myNewState == GameStateEnum.Lose)
     {
         panels[(int)Panel.LosePanel].SetActive(true);
         //panels[(int)Panel.InGamePanel].SetAc
     }
     else if (aEvent.myNewState == GameStateEnum.Playing && aEvent.myOldState == GameStateEnum.MainMenu)
     {
         panels[(int)Panel.MainMenuPanel].SetActive(false);
         panels[(int)Panel.InGamePanel].SetActive(true);
     }
     else if (aEvent.myNewState == GameStateEnum.Playing && aEvent.myOldState == GameStateEnum.Lose)
     {
         panels[(int)Panel.LosePanel].SetActive(false);
         panels[(int)Panel.InGamePanel].SetActive(true);
     }
 }