Example #1
0
        IEnumerator Coroutine_OnEnterWin()
        {
            yield return(StartCoroutine(mPSManager.Coroutine_ShowEFX(4, Vector3.zero, 1.0f)));

            DestroyAllObjects();
            mMenuHandler.SetActiveBtnNext(true);
        }
Example #2
0
        void OnEnterNewGame()
        {
            mNumberOfLives = 3;
            mFsm.SetCurrentState((int)GameState.StateID.GENERATING);
            mMenuHandler.SetActiveBtnNext(false);

            UpdateScoreText();

            //mLivesText.text = mNumberOfLives.ToString();
            //mMaxScoreText.text = mMaxScore.ToString();
        }
Example #3
0
        void OnEnterNewQuestion()
        {
            // set question parameters.
            mCurrentQuestion = GetNextQuestion();
            mResponse        = false;
            mResponseIndex   = -1;

            mGameMenuHandler.SetActiveBtnHome(false);
            mGameMenuHandler.SetActiveBtnNext(false);

            StartCoroutine(Coroutine_ShowQuestion());
        }
Example #4
0
        IEnumerator PlayerWin_Coroutine()
        {
            yield return(new WaitForSeconds(0.5f));

            mPlayerScore    += 5;
            PlayerScore.text = mPlayerScore.ToString();
            WinText.text     = "Player Wins";
            //show line
            mLines[tt.WinID].SetActive(true);

            //mPlayBtn.gameObject.SetActive(true);
            StartCoroutine(FadeInText(2.0f, WinText));
            mAudioSource.PlayOneShot(mWinPlayer);

            // change the menu.
            mGameMenuHandler.SetActiveBtnNext(true);
            mGameMenuHandler.SetActiveBtnHome(true);
        }
Example #5
0
 void Start()
 {
     mMenuHandler.onClickNextGame += NextEffect;
     PlayEffect();
     mMenuHandler.SetActiveBtnNext(true);
 }