Example #1
0
    private void HandleGameStateChanged(GameManager.GameState currentState, GameManager.GameState previousState)
    {
        Debug.Log("GameState change in SoundManager");
        if (previousState == GameManager.GameState.PAUSED || currentState == GameManager.GameState.PAUSED)
        {
            return;
        }
        //Apply pause toogle effect on playing music by using mixer shootcut

        switch (currentState)
        {
        case (GameManager.GameState.RUNNING):
            PlayMusicTrack(ingameTrack);
            break;

        case (GameManager.GameState.INMENU):
            PlayMusicTrack(introTrack);
            break;

        case (GameManager.GameState.GAMEOVER):
            PlayMusicTrack(introTrack);
            break;

        default:
            break;
        }
    }
Example #2
0
    void OnChangeGameState(GameManager.GameState state)
    {
        switch (state)
        {
        case GameManager.GameState.Title:
            text.text     = "Retis.";
            text.fontSize = 70;
            text.enabled  = true;
            break;

        case GameManager.GameState.Ready:
            StartCoroutine(CountdownCoroutine());
            break;

        case GameManager.GameState.GameOver:
            text.text     = EndWord();
            text.fontSize = 45;
            text.enabled  = true;
            break;

        case GameManager.GameState.Playing:
            text.enabled = false;
            break;

        default:
            text.enabled = false;
            break;
        }
    }
Example #3
0
 private void OnExitState(GameManager.GameState state)
 {
     if (state == GameManager.GameState.End)
     {
         ResetObject();
     }
 }
Example #4
0
 void Manager_OnGameStateChange(GameManager.GameState s)
 {
     if (s == GameManager.GameState.Ending || s == GameManager.GameState.Starting)
     {
         Destroy(this.gameObject);
     }
 }
Example #5
0
    void DrawPath()
    {
        Node n;

        GameManager.GameState gs = gm.GetComponent <GameManager> ().CurrentGameState;
        if (gs == GameManager.GameState.myTurn && playerObject.GetComponent <Unit>().currentPath != null)
        {
            if (lr != null)
            {
                lr.gameObject.SetActive(true);
                if (path != null)
                {
                    //lr.positionCount = playerSpeed + 1;
                    lr.positionCount = path.Count + 1;
                    lr.SetPosition(0, player.position);
                }
            }
            if (grid != null)
            {
                if (path != null)
                {
                    for (int i = 0; i < path.Count; i++)
                    {
                        n = path [i];
                        lr.SetPosition(i + 1, n.worldPosition);
                    }
                }
            }
        }
        else
        {
            lr.gameObject.SetActive(false);
        }
    }
Example #6
0
    void HandleGameStateChanged(GameManager.GameState currentState, GameManager.GameState previousState)
    {
        if (_mainMenuAnimator == null)
        {
            return;
        }

        if (previousState == GameManager.GameState.PREGAME && currentState == GameManager.GameState.LOADING)
        {
            gameObject.SetActive(false);
        }

        if (previousState == GameManager.GameState.PREGAME && currentState != GameManager.GameState.PREGAME)
        {
            UIManager.Instance.SetDummyCameraActive(false);
            _mainMenuAnimator.clip = _fadeOutAnimation;
            _mainMenuAnimator.Play();
        }

        if (previousState != GameManager.GameState.PREGAME && currentState == GameManager.GameState.PREGAME)
        {
            _mainMenuAnimator.Stop();
            _mainMenuAnimator.clip = _fadeInAnimation;
            _mainMenuAnimator.Play();
        }
    }
Example #7
0
    private void GameManager_OnGameStateChanged(GameManager.GameState newState)
    {
        SetPlayerState(newState);

        switch (newState)
        {
        case GameManager.GameState.Lobby:
            Vector3 pos = GameManager.instance.lobbySpawnPoint.position;
            pos.x += UnityEngine.Random.Range(-3, 3);
            pos.z += UnityEngine.Random.Range(-3, 3);
            Teleport(pos, true);
            playerController.enabled = true;
            break;

        case GameManager.GameState.Playing:
            Transform randomSpawn = GameManager.instance.GetRandomArenaSpawn();
            Teleport(randomSpawn.position, true);
            transform.rotation       = randomSpawn.rotation;
            playerController.enabled = true;
            break;

        case GameManager.GameState.Respawning:
            Teleport(GameManager.instance.respawnBooth.position, false);
            SaveManager.instance.SaveStat(SaveManager.SavedStat.Deaths);
            playerController.enabled = false;
            break;

        case GameManager.GameState.Spectating:
            Teleport(GameManager.instance.respawnBooth.position, false);
            playerController.enabled = false;
            break;
        }
    }
Example #8
0
 public void RaiseGameStateChanged(GameManager.GameState gs)
 {
     if (GameStateChanged != null)
     {
         GameStateChanged(gs);
     }
 }
Example #9
0
    void HandleGameStateChanged(GameManager.GameState currentState, GameManager.GameState previousState)
    {
        if (previousState == GameManager.GameState.PREGAME && currentState == GameManager.GameState.RUNNING)
        {
            StartNewGame();
        }

        if (previousState == GameManager.GameState.HITDESTROYER && currentState == GameManager.GameState.GAMEOVER)
        {
            for (int i = 0; i < activeBlocksList.Count; i++)
            {
                GameObject obj = activeBlocksList[i].gameObject;
                if (obj.tag == "DestroyerStarter")
                {
                    starterDeadBlocks.Add(obj);

                    obj.SetActive(false);
                }
                else
                {
                    mainDeadBlocks.Add(obj);

                    obj.SetActive(false);
                }
            }
            activeBlocksList.Clear();
        }

        if (previousState == GameManager.GameState.GAMEOVER && currentState == GameManager.GameState.RUNNING)
        {
            StartNewGame();
        }
    }
Example #10
0
    private IEnumerator LoadLevelAsync(string levelName, GameManager.GameState nextState, bool enableGUIAfterLoad = true)
    {
        Singleton <GuiManager> .Instance.IsEnabled = false;
        yield return(null);

        if (!levelName.Equals("DailyChallenge") && !levelName.Equals("CakeRaceIntro") && (levelName.Equals("LevelStub") || nextState == GameManager.GameState.Cutscene || nextState == GameManager.GameState.StarLevelCutscene))
        {
            LevelLoader levelLoader = Singleton <GameManager> .instance.CurrentLevelLoader();

            string bundleId = (!(levelLoader != null)) ? string.Empty : levelLoader.AssetBundleName;
            if (!string.IsNullOrEmpty(bundleId) && Bundle.HasBundle(bundleId))
            {
                Bundle.LoadBundleAsync(bundleId, null);
                while (!Bundle.IsBundleLoaded(bundleId))
                {
                    yield return(null);
                }
            }
        }
        CoroutineRunner.Instance.StartCoroutine(this.DelayLoadLevelEvent(Singleton <GameManager> .Instance.GetGameState(), nextState, levelName));
        Singleton <GameManager> .Instance.SetLoadingLevelGameState(nextState);

        AsyncOperation async = SceneManager.LoadSceneAsync(levelName);

        yield return(async);

        if (Singleton <GameManager> .Instance.GetGameState() == GameManager.GameState.LevelSelection || Singleton <GameManager> .Instance.GetGameState() == GameManager.GameState.SandboxLevelSelection || Singleton <GameManager> .Instance.GetGameState() == GameManager.GameState.EpisodeSelection)
        {
            GameTime.Pause(false);
        }
        Singleton <GuiManager> .Instance.IsEnabled = enableGUIAfterLoad;
        Loader.isLoadingLevel = false;
        yield break;
    }
Example #11
0
        public void OnSceneChanged(GameManager.GameState gameState)
        {
            switch (gameState)
            {
            case GameManager.GameState.MainMenu:
            {
                _mainMenu.Activate(true);
                ActivatePauseMenu(false);
                ActivateHUD(false);
                break;
            }

            case GameManager.GameState.Map:
            {
                _mainMenu.Activate(false);
                ActivatePauseMenu(false);
                ActivateHUD(true);
                break;
            }

            case GameManager.GameState.Battle:
            {
                _mainMenu.Activate(false);
                ActivatePauseMenu(false);
                ActivateHUD(true);
                break;
            }
            }

            UpdateScore(GameManager.Instance.GetScore());
        }
Example #12
0
    private IEnumerator DelayLoadLevelEvent(GameManager.GameState currentState, GameManager.GameState nextState, string levelName)
    {
        yield return(new WaitForEndOfFrame());

        EventManager.Send(new LoadLevelEvent(currentState, nextState, levelName));
        yield break;
    }
Example #13
0
 private void HandleGameStateChange(GameManager.GameState current, GameManager.GameState previous)
 {
     if (current == GameManager.GameState.Pause)
     {
         SaveFile.Instance.SetPlayer(this);
     }
 }
Example #14
0
    private void GameManager_OnGameStateChanged(GameManager.GameState newState)
    {
        switch (newState)
        {
        case GameManager.GameState.Lobby:
            ToggleCrosshair(true);
            paintValuesCanvas.enabled = false;
            break;

        case GameManager.GameState.Playing:
            ToggleCrosshair(true);
            paintValuesCanvas.enabled = true;
            break;

        case GameManager.GameState.Respawning:
            ToggleCrosshair(false);
            paintValuesCanvas.enabled = false;
            break;

        case GameManager.GameState.Spectating:
            ToggleCrosshair(false);
            paintValuesCanvas.enabled = false;
            break;
        }
    }
Example #15
0
 void HandleGameStateChanged(GameManager.GameState currentState, GameManager.GameState previousState)
 {
     if (previousState == GameManager.GameState.PREGAME && currentState == GameManager.GameState.RUNNING)    // When the game went from pregame to runnning
     {
         FadeOut();
     }
 }
Example #16
0
    void OnClick()
    {
        if (this.name.Equals("btnClose"))
        {
            Debug.Log("btnClose Pressed");


            GameManager.GameState previous = GameManager.Instance.GetPreviousGameState();
            GameManager.Instance.ChangeState(GameManager.SoundState.BUTTONCLICKSOUND, GameManager.GameState.VEHICLEUPGRADEMENU);
            GameManager.Instance.SetPreviousGameState(previous);
        }

        if (this.name.Equals("btnUnlock"))
        {
            Debug.Log("btnUnlock Pressed");
            if (GameManager.Instance.GetCurrentGameState() == GameManager.GameState.OUTOFCOINSBRAKESUPGRADE)
            {
                GameManager.GameState previous = GameManager.Instance.GetPreviousGameState();
                GameManager.Instance.ChangeState(GameManager.SoundState.BUTTONCLICKSOUND, GameManager.GameState.STORE);
                GameManager.Instance.SetPreviousGameState(previous);
            }
            else if (GameManager.Instance.GetCurrentGameState() == GameManager.GameState.CONFIRMBRAKESUPGRADE)
            {
                VehicleUpgradeMenuListener.purchaseBrakeUpgrade();
                GameManager.GameState previous = GameManager.Instance.GetPreviousGameState();
                GameManager.Instance.ChangeState(GameManager.SoundState.BUTTONCLICKSOUND, GameManager.GameState.VEHICLEUPGRADEMENU);
                GameManager.Instance.SetPreviousGameState(previous);
            }
        }
    }
Example #17
0
 private void GameManager_OnGameStateChanged(GameManager.GameState newState)
 {
     if (newState == GameManager.GameState.Lobby)
     {
         PhotonNetwork.Destroy(gameObject);
     }
 }
 private void HandleGameStateChanged(GameManager.GameState currentState, GameManager.GameState prevState)
 {
     if (prevState == GameManager.GameState.PLAYING && currentState == GameManager.GameState.GAME_OVER)
     {
         isMoving = false;
     }
 }
Example #19
0
    private void SetPlayerState(GameManager.GameState newState)
    {
        playerState = newState;
        OnPlayerStateChanged(newState);

        if (!photonView.IsMine)
        {
            switch (newState)
            {
            case GameManager.GameState.Lobby:
                entity.paintController.ToggleUI(false);
                break;

            case GameManager.GameState.Playing:
                entity.paintController.ToggleUI(true);
                break;

            case GameManager.GameState.Respawning:
                entity.paintController.ToggleUI(false);
                break;

            case GameManager.GameState.Spectating:
                entity.paintController.ToggleUI(false);
                break;
            }
        }
    }
Example #20
0
    private void SwitchInputType(GameManager.GameState type)
    {
        _controls.Game.Disable();
        _controls.Pause.Disable();
        _controls.GameOver.Disable();

        switch (type)
        {
        case GameManager.GameState.Game:
        {
            _controls.Game.Enable();
            break;
        }

        case GameManager.GameState.Pause:
        {
            _controls.Pause.Enable();
            break;
        }

        case GameManager.GameState.GameOver:
        {
            _controls.GameOver.Enable();
            break;
        }

        default:
        {
            Debug.Log("<color=red>Input Manager</color> Не правильно введен тип управления");
            break;
        }
        }
    }
Example #21
0
    private void ChangeUIType(GameManager.GameState type)
    {
        switch (type)
        {
        case GameManager.GameState.Game:
        {
            _mainTitleField.enabled  = false;
            _exitHintField.enabled   = false;
            _resumeHintField.enabled = false;
            break;
        }

        case GameManager.GameState.Pause:
        {
            _mainTitleField.enabled  = true;
            _exitHintField.enabled   = true;
            _resumeHintField.enabled = true;
            MainTitle("PAUSE");
            break;
        }

        case GameManager.GameState.GameOver:
        {
            _mainTitleField.enabled  = true;
            _exitHintField.enabled   = true;
            _resumeHintField.enabled = true;
            MainTitle("GAME OVER");
            break;
        }
        }
    }
Example #22
0
 void SkipLevel()
 {
     if (UserPrefs.totalCoins >= Constants.COINSTOSKIPLEVEL)
     {
         UserPrefs.totalCoins -= Constants.COINSTOSKIPLEVEL;
         if (UserPrefs.currentLevel + 1 > Constants.levelsPerEpisode)
         {
             if (UserPrefs.currentEpisode < UserPrefs.unlockLevelsArrays.Length && !UserPrefs.episodeUnlockArray[UserPrefs.currentEpisode])
             {
                 //	Instantiate(Resources.Load("SubMenus/EpisodeUnlockMenu"));
                 GameManager.Instance.ChangeState(GameManager.SoundState.BUTTONCLICKSOUND, GameManager.GameState.EPISODEUNLOCK);
                 UserPrefs.episodeUnlockArray[UserPrefs.currentEpisode] = true;
                 UserPrefs.Save();
             }
             else
             {
                 GameManager.Instance.ChangeState(GameManager.GameState.EPISODEMENU);
                 Application.LoadLevel("MenusScene");
             }
         }
         else
         {
             NextLevel();
         }
     }
     else
     {
         //Destroy(GameObject.FindGameObjectWithTag("LevelSkip"));
         //Instantiate(Resources.Load("SubMenus/LevelOutofCandies"));
         GameManager.GameState previous = GameManager.Instance.GetPreviousGameState();
         GameManager.Instance.ChangeState(GameManager.SoundState.BUTTONCLICKSOUND, GameManager.GameState.STORE);
         GameManager.Instance.SetPreviousGameState(previous);
     }
     UserPrefs.Save();
 }
Example #23
0
 private void OnEnterState(GameManager.GameState state)
 {
     if (state == GameManager.GameState.Active)
     {
         SetUpMarker();
     }
 }
Example #24
0
 void HandleGameStateChanged(GameManager.GameState currentState, GameManager.GameState previousState)
 {
     if (previousState == GameManager.GameState.PREGAME && currentState == GameManager.GameState.RUNNING)
     {
         FadeOut();
     }
 }
    void OnClick()
    {
        if (this.name.Equals("btnClose"))
        {
            Debug.Log("UpgradeEngineListenerNew btnClose Pressed");

            GameManager.GameState previous = GameManager.Instance.GetPreviousGameState();
            GameManager.Instance.ChangeState(GameManager.SoundState.BUTTONCLICKSOUND, GameManager.GameState.VEHICLEUPGRADEMENU);
            GameManager.Instance.SetPreviousGameState(previous);
        }

        if (this.name.Equals("btnUnlock"))
        {
            Debug.Log("UpgradeEngineListenerNew btnUnlock Pressed");


            if (GameManager.Instance.GetCurrentGameState() == GameManager.GameState.OUTOFCOINSENGINEUPGRADE)
            {
                GameManager.GameState previous = GameManager.Instance.GetPreviousGameState();
                GameManager.Instance.ChangeState(GameManager.SoundState.BUTTONCLICKSOUND, GameManager.GameState.STORE);
                GameManager.Instance.SetPreviousGameState(previous);
            }
            else if (GameManager.Instance.GetCurrentGameState() == GameManager.GameState.CONFIRMENGINEUPGRADE)
            {
                VehicleUpgradeMenuListener.purchaseEngineUpgrade();
                GameManager.GameState previous = GameManager.Instance.GetPreviousGameState();
                GameManager.Instance.ChangeState(GameManager.SoundState.BUTTONCLICKSOUND, GameManager.GameState.VEHICLEUPGRADEMENU);
                GameManager.Instance.SetPreviousGameState(previous);
            }


//			Destroy(GameObject.FindGameObjectWithTag("UpgradeEngineNewSubMenu"));
//			Resources.UnloadUnusedAssets();
        }
    }
Example #26
0
 private void OnGameStateChangedHandler(GameManager.GameState current, GameManager.GameState previous)
 {
     if (current == GameManager.GameState.MAP)
     {
         Initializing();
     }
 }
Example #27
0
 private void StateListener(GameManager.GameState newState)
 {
     if (newState != GameManager.GameState.MainMenu)
     {
         Destroy(gameObject);
     }
 }
Example #28
0
    public void OnRenderableHide()
    {
        GameManager.GameState gameState = Singleton <GameManager> .Instance.GetGameState();

        base.gameObject.SetActive(false);
        EventManager.Send(new UIEvent(UIEvent.Type.ClosedMainMenuPromo));
    }
Example #29
0
 void HandleGameStateChange(GameManager.GameState currentGameState, GameManager.GameState previousGameState)
 {
     if (previousGameState == GameManager.GameState.PREGAME && currentGameState == GameManager.GameState.PLAYING)
     {
         FadeOut();
     }
 }
Example #30
0
 private void OnTimeSkipCompleteHandler(GameManager.GameState state)
 {
     if (state == GameManager.GameState.WORK_PROJECT_SUMMARY)
     {
         SetButtonActive(true);
     }
 }
Example #31
0
		public void Toggle(bool isTutorial)
		{
			if (isTutorial)
			{
				if (_gameManager.gameState == GameManager.GameState.Paused && _isPaused)
				{
					_mover.IsRunning = true;
					Time.timeScale = 1f;
					_isPaused = false;
					_gameManager.gameState = _previousState;
				}
				else if (!_isPaused)
				{
					_mover.IsRunning = false;
					_previousState = _gameManager.gameState;
					Time.timeScale = 0f;
					_gameManager.gameState = GameManager.GameState.Paused;
					_isPaused = true;
				}
			}
			else
			{
				if (_gameManager.gameState == GameManager.GameState.Paused && _isPaused)
				{
					_mover.IsRunning = true;
					_pauseMenu.SetActive(false);
					Time.timeScale = 1f;
					_isPaused = false;
					_gameManager.gameState = _previousState;
				}
				else if (!_isPaused)
				{
					_mover.IsRunning = false;
					_previousState = _gameManager.gameState;
					_pauseMenu.SetActive(true);
					Time.timeScale = 0f;
					_gameManager.gameState = GameManager.GameState.Paused;
					_isPaused = true;
				}
			}
		}
 public GameStateProgressEvent(GameManager.GameState stateProgress)
 {
     this.progress = stateProgress;
 }
Example #33
0
 private void ResetHudLord()
 {
     GameManager gameManagerInstace = GameManager.Instance;
     if(gameManagerInstace != null)
     {
         _currentHudState = gameManagerInstace.CurrentGameState;
     } else {
         _currentHudState = GameManager.GameState.GS_NONE;
     }
     for(int i = 0;i < _hudStateCount;++i)
     {
         _hudStateInfos[i].panelGO.SetActive(_hudStateInfos[i].state == _currentHudState);
     }
 }
Example #34
0
 public void ChangeHudState(GameManager.GameState newHudState)
 {
     SetPanelActive(_currentHudState, false);
     SetPanelActive(newHudState, true);
     _currentHudState = newHudState;
 }
 public void SetCurrentState(GameManager.GameState pGameState)
 {
     this.CurrentGameState = pGameState;
 }