public override void OnExitState(GameStateMachineStates nextState) { base.OnExitState(nextState); Time.timeScale = 1; UIManager.instance.gameOverController.gameObject.SetActive(false); }
public override void OnEnterState(GameStateMachineStates lastState) { base.OnEnterState(lastState); Time.timeScale = 0; UIManager.instance.pausedController.gameObject.SetActive(true); }
public override async void OnEnterState(GameStateMachineStates lastState) { base.OnEnterState(lastState); LevelManager.instance.LoadLevel(GameProperties.instance.mainMenuScene); UIManager.instance.mainMenuController.gameObject.SetActive(true); }
public override void OnExitState(GameStateMachineStates nextState) { if (nextState == GameStateMachineStates.MainMenu) { UIManager.instance.inGameController.gameObject.SetActive(false); } base.OnExitState(nextState); }
public override void OnExitState(GameStateMachineStates nextState) { base.OnExitState(nextState); Time.timeScale = 1; UIManager.instance.pausedController.gameObject.SetActive(false); if (nextState == GameStateMachineStates.MainMenu) { UIManager.instance.inGameController.gameObject.SetActive(false); } }
public override void OnEnterState(GameStateMachineStates lastState) { base.OnEnterState(lastState); // Ignore entering this state if we're paused if (lastState == GameStateMachineStates.Paused) { return; } UIManager.instance.inGameController.gameObject.SetActive(true); // Load the game level if (GameManager.instance.gameStateController.lastState != GameStateMachineStates.None) { LevelManager.instance.LoadLevel(GameProperties.instance.defaultLevel); } else { LevelManager.instance.LoadLevel(SceneManager.GetActiveScene().buildIndex); } GameManager.instance.StartNewGame(); }
public override bool CanEnter(GameStateMachineStates lastState) { return(base.CanEnter(lastState)); }
public override void OnExitState(GameStateMachineStates nextState) { base.OnExitState(nextState); UIManager.instance.mainMenuController.gameObject.SetActive(false); }