public static void Reset() { InDialog = false; FladderKilled = false; FladderArested = false; RandKilled = false; PriestOut = false; FjallKilled = false; FoxerKilled = false; initialPosition = Vector3.zero; translateOnStartup = false; PreBattleLevelName = ""; difficultyFactor = 20; boss = null; gameOverDelegate = new GameOverDelegate(defaultGameOver); battleCompletedDelegate = new BattleCompletedDelegate(defaultBattleComplete); battleType = BattleType.FOREST_BATTLE; boss1Defeated = false; boss2Defeated = false; boss3Defeated = false; boss4Defeated = false; Dialog.PlayedDialogs.Clear(); foreach (PlayerStats p in PlayerContainer.players) { p.healthPoints = 100; p.battleProgress = 50; p.damage = 10; } }
private void Start() { SetStatsTools(); uic.SetHearts(health); gameOver_Delegate += PauseTime; win_Delegate += PauseTime; SpawnNewBlock(); }
public void DeleGameOver(string win, string nick) // 게임이 종료되었을 경우 처리할 메소드를 위임 처리하기 위한 메소드 { // 게임 종료시 처리할 GameOver 메소드를 처리하기 위한 델리게이트 선언 GameOverDelegate dGameOver = new GameOverDelegate(GameOver); // Invoke 메소드를 실행 this.Invoke(dGameOver, new object[] { win, nick }); }
private void Start() { ResumeTime(); GetEnvironments(); //Take Scriptables EnvironmentSet from Resources on runtime SetEnvironment(); //Set the first environment gameOverDelegate += EndGame; //gameOverDelegate += UploadUserDataEC; gameOverDelegate += CharacterReferences.instance.PC.CalculatePoints; }
private void OnEnable() { gameOverEvent += OnGameOver; }
private void OnDisable() { gameOverEvent -= OnGameOver; }
/// <summary> /// To subscribe to GameOverEvent /// </summary> private void SubscribeToGameOverEvent() { GameOverDelegate temp = new GameOverDelegate(ReceiveGameOverEvent); gameEng.gameOverEvent += temp; }