public Background(MainGame game, int qtdTiles, bool player) { //Instanciando os membros: _random = new Random(); _updateTimer = TimeSpan.Zero; _hasPlayer = player; //Instanciando os tiles que serão exibidos aleatoriamente no fundo da tela: _randomTiles = new Tile[qtdTiles]; for (int i = 0; i < qtdTiles; i++) { _randomTiles[i] = new Tile(game, TILE_TYPES.NORMAL, new Vector2(0, 0)); _randomTiles[i].Sprite.DrawPosition = new Vector2(_random.Next(0, game.GraphicsDevice.Viewport.Width), _random.Next(0, game.GraphicsDevice.Viewport.Height)); _randomTiles[i].Sprite.Color = new Color(0.5f, 0.5f, 0.5f); _randomTiles[i].Sprite.Scale = (float)_random.NextDouble() + 0.5f; } //Criando o player: if(_hasPlayer) { _playerTile = new Tile(game, TILE_TYPES.NORMAL, new Vector2(0, 0)); _playerTile.Sprite.Color = new Color(0.5f, 0.5f, 0.5f); _playerTile.Sprite.DrawPosition = new Vector2(_random.Next(50, game.GraphicsDevice.Viewport.Width - 50), _random.Next(50, game.GraphicsDevice.Viewport.Height - 50)); _player = new Player(game, _playerTile); _player.Sprite.Color = new Color(0.5f, 0.5f, 0.5f); } else { _player = null; } }
public static void LoadContent(MainGame game) { // Load assets player = game.Content.Load<Texture2D>("player"); gun = game.Content.Load<Texture2D>("gun"); dot = game.Content.Load<Texture2D>("dot"); create = game.Content.Load<Texture2D>("create"); bullet = game.Content.Load<Texture2D>("bullet"); aim = game.Content.Load<Texture2D>("aim"); font = game.Content.Load<SpriteFont>("spriteFont"); // Init tiles tileTable.Put('O', new TileData(ETileType.FLOOR, dot, Color.DarkGray)); tileTable.Put('W', new TileData(ETileType.WALL, dot, Color.Black)); tileTable.Put('S', new TileData(ETileType.SPAWN, dot, Color.Red)); tileTable.Put('C', new TileData(ETileType.CRATE, create, Color.Brown)); // Init key bindings inputTable.Put(Player.Commands.MoveUp, new LinkedList<Keys>() { Keys.Up, Keys.W }); inputTable.Put(Player.Commands.MoveDown, new LinkedList<Keys>() { Keys.Down, Keys.S }); inputTable.Put(Player.Commands.MoveLeft, new LinkedList<Keys>() { Keys.Left, Keys.A }); inputTable.Put(Player.Commands.MoveRight, new LinkedList<Keys>() { Keys.Right, Keys.D }); loadMap(game); }
public bool Init(MainGame game, StateMachine stateMachine) { //Salvando os valores: _game = game; _stateMachine = stateMachine; //Carregando os recursos de Linguagem: var languadeLoader = new Windows.ApplicationModel.Resources.ResourceLoader(); //Carregando os recursos: _mediumFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianMedium"); _smallFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianSmall"); _largeFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianLarge"); _title1 = new Label(languadeLoader.GetString("StageLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height / 10), _largeFont); _title2 = new Label(languadeLoader.GetString("WonLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height / 5), _largeFont); _nextStage = new Label(languadeLoader.GetString("NextStageLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height / 10)), _mediumFont); ////Buscando o ID do mapa que vencemos: //_stageWonInfo = StageManager.Instance.CurrentMap; ////Criando a Câmera: //_camera = new Camera2D(game); //game.Components.Add(_camera); //int x = (int)(_stageWonInfo._mapSize.X / 2), y = (int)(_stageWonInfo._mapSize.Y / 2); //_camera.Focus = new Tile(game, _stageWonInfo.MapTiles[x, y]._type, _stageWonInfo.MapTiles[x, y]._mapPosition); //Tudo correu bem: return true; }
static void Main() { using (MainGame game = new MainGame()) { game.Run(); } }
public GDGameScreen(MainGame game, GraphicsDeviceManager gdm, LevelFile bp, FractionDifficulty diff) : base(game, gdm) { blueprint = bp; difficulty = diff; Initialize(); }
VertexBuffer vertexBuffer; //頂点バッファ #endregion Fields #region Constructors /// <summary> /// コンストラクタ /// </summary> /// <param name="mainGame"></param> /// <param name="camera"></param> /// <param name="texture"></param> /// <param name="vectors">ここでは各頂点の座標を指定する(ただし、順番はZ字に)</param> public TexturePolygon(MainGame mainGame, Camera camera, Texture2D texture, Vector3[] vectors) : base(mainGame) { this.camera = camera; this.texture = texture; this.vectors = vectors; }
// Use this for initialization void Start() { style = GameObject.FindGameObjectWithTag("GameController").GetComponent<MainGame>().Style; g = GameObject.FindGameObjectWithTag ("Game").GetComponent<Game> (); mg = GameObject.FindGameObjectWithTag ("GameController").GetComponent<MainGame> (); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (MainGame game = new MainGame()) { game.Run(); } }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); var g = new MainGame(); SetContentView((View)g.Services.GetService(typeof(View))); g.Run(); }
public LevelManager(Game game) { gameRef = (MainGame)game; var tutLevel = new TileMap(0, 0); tutLevel.Load(@"test_level.slf"); levels.Add(tutLevel.GUID, tutLevel); levelIds.Add("tutorial level", tutLevel.GUID); //var connect_1Level = new TileMap(0, 0); //connect_1Level.Load(@"connect_1.slf"); //levels.Add(connect_1Level.GUID, connect_1Level); //levelIds.Add("connect 1 level", connect_1Level.GUID); var obstacle_1Level = new TileMap(0, 0); obstacle_1Level.Load(@"obstacle_1.slf"); levels.Add(obstacle_1Level.GUID, obstacle_1Level); levelIds.Add("obstacle 1 level", obstacle_1Level.GUID); levels[levelIds["tutorial level"]].AddExitZone(new ExitZone(new Rectangle(tutLevel.WidthInTiles - 1, 3, 1, 2), levelIds["tutorial level"], levelIds["obstacle 1 level"])); levels[levelIds["obstacle 1 level"]].AddExitZone(new ExitZone(new Rectangle(0, 1, 1, 2), levelIds["obstacle 1 level"], levelIds["tutorial level"])); ChangeLevel(levelIds["Tutorial Level".ToLower()]); red = new DrawableRectangle(gameRef.GraphicsDevice, new Vector2(10, 10), Color.White, true).Texture; }
/// <summary> /// The main entry point for the application. /// </summary> private static void Main(string[] args) { using (var game = new MainGame()) { game.Run(); } }
private static void loadMap(MainGame game) { IList<string> strings = new LinkedList<string>(); StreamReader sr = new StreamReader("Content/level.map"); while (!sr.EndOfStream) strings.Add(sr.ReadLine()); sr.Close(); int width = strings[0].Length; int height = strings.Count; Console.WriteLine(width + " " + height); char[,] charMap = new char[width, height]; int x = 0; int y = height-1; foreach (string s in strings) { foreach (char c in s) { charMap[x, y] = c; x++; } y--; x = 0; } map = new Map(width, height, charMap); }
public Flag(MainGame game) : base(game.Content.Load<Texture2D>("Sprite/Flag"), MainGame.Tag.Flag, Vector2.One, "Flag", game) { defaultPosition = new Vector2(game.graphics.PreferredBackBufferWidth * 0.9f, game.graphics.PreferredBackBufferHeight * 0.5f); position = defaultPosition; baseRectangle = new Rectangle(0, 0, sprite.Width, sprite.Height); game.sceneControl.GetScene().flagList.Add(this); }
public SceneGameplay(MainGame game, int roundNumber, Scoreboard scoreBoard) { this.game = game; this.roundNumber = roundNumber; this.scoreboard = scoreBoard; System.Diagnostics.Debug.WriteLine("Round " + roundNumber + " Score " + scoreboard.Score[0]); Load(); }
public void AddScore(MainGame.Tag tag, float score) { if (tag == MainGame.Tag.Runner) this.Score[0] += score; else this.Score[1] += score; System.Diagnostics.Debug.WriteLine("Score!"); }
public MultiplayerHostComponent(MainGame game, InputManager input) : base(game) { _game = game; _input = input; if (input == null) throw new ArgumentNullException(nameof(input)); LoadContent(_game.Content); }
protected BaseGameState(Game game, GameStateManager manager) : base(game, manager) { Log = LogManager.GetLogger(this); Log.Debug("Constructing GameState... (" + GetType() + ")"); Log = LogManager.GetLogger(this); GameRef = (MainGame) game; PlayerIndexInControl = PlayerIndex.One; }
private void OnLoaded(Object sender, RoutedEventArgs routedEventArgs) { bool inDesignTime = System.ComponentModel.DesignerProperties.GetIsInDesignMode( new DependencyObject()); if (!inDesignTime) { _mainGame = new MainGame(this.frbControl); } }
public BaseCharacter(Texture2D sprite, MainGame.Tag tag, Vector2 spawnPosition, string name, MainGame game, IPlayerInput input) : base(sprite, tag, spawnPosition, name, game) { baseRectangle = new Rectangle(0, 0, 50, 50); velocity = Vector2.Zero; this.SpawnPosition = spawnPosition; this.input = input; Reset(); }
public Player(MainGame game, Character character) { _gameRef = game; _camera = new Camera(_gameRef.ScreenRectangle, ControlsManager.Controls); _char = character; _mapSize = new Point(0, 0); _camera.SetMapSize(_mapSize.X, _mapSize.Y); LogManager.GetLogger(this).Debug("Player object created."); }
/// <summary> /// コンストラクタ(実際に有効に動かすにはisEnabledを指定する必要がある) /// </summary> /// <param name="mainGame">メインゲーム</param> /// <param name="fadeKind">種類</param> /// <param name="speed">変化のスピード(0f ~ 1f)</param> /// <param name="texture">テクスチャ</param> public Fade(MainGame mainGame, FadeKind fadeKind, float speed, Texture2D texture) { this.mainGame = mainGame; this.texture = texture; this.fadeKind = fadeKind; this.speed = speed; this.isEnd = false; this.count = (this.fadeKind == FadeKind.FadeIn ? 1f : 0f); this.isEnabled = false; }
public GameObject(Texture2D sprite, MainGame.Tag tag, Vector2 position, string name, MainGame game) { this.game = game; this.name = name; this.sprite = sprite; this.tag = tag; this.position = position; baseRectangle = new Rectangle(0, 0, 1, 1); baseColor = Color.White; }
//LayerMask mask = (1<<LayerMask.NameToLayer("Ground") | 1<<LayerMask.NameToLayer("Characters")); public UIGameHUD(GUIController GUI, MainGame mg) { this.gui = GUI; MainGameInstance = mg; board = Grid_Setup.Instance; panel = GameObject.Instantiate(gui.panelFab.gameObject, Vector3.zero, Quaternion.identity)as GameObject; panel.transform.SetParent(gui.UIcan.transform,false); panel.transform.SetAsLastSibling(); pc = panel.GetComponent<PanelController> (); pc.HidePanel(); }
private static void Main() { PrepareGraphicMode(); // LevelsShowRoom.ShowStation(); SoldierConfig.Initialize(); var mainGame = new MainGame(); mainGame.InitializeGame(); mainGame.MainGameLoop(); }
//コンストラクタ public Figure(MainGame mainGame, Model model, Camera camera) : base(mainGame) { this.camera = camera; this.model = model; position = new Vector3(0.0f, 0.0f, 0.0f); rotateX = 0.0f; rotateY = 0.0f; rotateZ = 0.0f; scale = new Vector3(1.0f, 1.0f, 1.0f); }
private StageManager() { //Instanciando as variáveis: _loadedMapFiles = new LinkedList<sLoadedMap>(); _currentMap = _loadedMapFiles.First; _game = null; #pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed //Dando inicio no processo de carregar os arquivos: LoadMapFiles(); #pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed }
public void Start() { g = null; life = 3; score = 0; timeFactor = 1; gamesCompleted = 0; timeToWait = 2.5f; lastGame = -1; mg = GameObject.FindGameObjectWithTag("GameController").GetComponent<MainGame>(); gameObject.tag = "Game"; }
public Voting(MainGame game, Panel votingPanel, Label countdownLabel) { timer = new System.Timers.Timer(); timer.Interval = 1000; timer.Elapsed += Timer_Elapsed; timer.Enabled = true; this.game = game; this.votingPanel = votingPanel; this.countdownLabel = countdownLabel; synchronizationContext = SynchronizationContext.Current; }
public MainGameScreen(MainGame game) : base(game) { this.Player = new WindowsMediaPlayerClass(); this.Textures = new GameTextures(); this.mainMapLayer = new MainMapLayer(); this.architectureLayer = new ArchitectureLayer(); this.mapVeilLayer = new MapVeilLayer(); this.troopLayer = new TroopLayer(); this.selectingLayer = new SelectingLayer(); this.tileAnimationLayer = new TileAnimationLayer(); this.routewayLayer = new RoutewayLayer(); this.Plugins = new GamePlugin(); this.SelectorTroops = new TroopList(); this.scrollSpeedScale = 1f; this.scrollSpeedScaleDefault = 1f; this.scrollSpeedScaleSpeedy = 1.7f; this.oldScrollWheelValue = 0; this.EnableLaterMouseLeftDownEvent = true; this.EnableLaterMouseLeftUpEvent = true; this.EnableLaterMouseRightDownEvent = true; this.EnableLaterMouseRightUpEvent = true; this.EnableLaterMouseMoveEvent = true; this.EnableLaterMouseScrollEvent = true; this.frameRate = 0; this.frameCounter = 0; this.elapsedTime = TimeSpan.Zero; this.UpdateCount = 0; this.thisGame = game; this.screenManager = new ScreenManager(this); base.Scenario = new GameScenario(this); this.LoadCommonData(); base.Game.Window.ClientSizeChanged += new EventHandler(this.Window_ClientSizeChanged); base.Game.Activated += new EventHandler(this.Game_Activated); base.Game.Deactivated += new EventHandler(this.Game_Deactivated); base.Scenario.OnAfterLoadScenario += new GameScenario.AfterLoadScenario(this.Scenario_OnAfterLoadScenario); base.Scenario.OnNewFactionAppear += new GameScenario.NewFactionAppear(this.Scenario_OnNewFactionAppear); base.Scenario.Date.OnDayStarting += new GameDate.DayStartingEvent(this.Date_OnDayStarting); base.Scenario.Date.OnDayPassed += new GameDate.DayPassedEvent(this.Date_OnDayPassed); base.Scenario.Date.OnMonthPassed += new GameDate.MonthPassedEvent(this.Date_OnMonthPassed); base.Scenario.Date.OnSeasonChange += new GameDate.SeasonChangeEvent(this.Date_OnSeasonChange); base.Scenario.Date.OnYearStarting += new GameDate.YearStartingEvent(this.Date_OnYearStarting); base.Scenario.Date.OnYearPassed += new GameDate.YearPassedEvent(this.Date_OnYearPassed); //this.Player.add_PlayStateChange(new _WMPOCXEvents_PlayStateChangeEventHandler(this.Player_PlayStateChange)); this.Player.PlayStateChange+=(new _WMPOCXEvents_PlayStateChangeEventHandler(this.Player_PlayStateChange)); //this.ShowyoucelanInFrame(UndoneWorkKind.Frame, FrameKind.Architecture, FrameFunction.Jump, false, true, false, false, base.Scenario.CurrentPlayer.Architectures, null, "跳转", ""); }
//コンストラクタ public Camera(MainGame mainGame) : base(mainGame) { //ビュー変換行列 yaw = 0.0f; pitch = 0.0f; roll = 0.0f; position = new Vector3(0.0f, 0.0f, 3.0f); UpdateMatrix(); //射影変換行列 PerspectiveFieldOfView( MathHelper.ToRadians(45.0f), mainGame.GraphicsDevice.Viewport.AspectRatio, 0.005f, 10000.0f ); }
public Brick(MainGame game) : base(game) { }
public GameManager(MainGame game) : base(game) { }
internal ResearchCompleteController(Player owner, ResearchTopic topic, GameController gameController, MainGame game) { this.game = game; this.gameController = gameController; this.Owner = owner; this.TopicProgress = this.game.States.ResearchAdvances.Of[owner].First(x => x.Topic == topic); this.priorities.AddRange(this.TopicProgress.Topic.Unlocks[this.TopicProgress.NextLevel]); }
// Graphics devica public Gameplays(MainGame g) : base(g) { gameplays = new Dictionary <GameplaysDefinition, Gameplay>(); }
public BeginGameStage(MainGame game) : base(game) { }
public static void SetGame(MainGame mainGame) { m_game = mainGame; }
public virtual void Update(MainGame game) { }
public frmGetTileSheet(MainGame game) { InitializeComponent(); gameRef = game; }
public EndGameStage(MainGame game) : base(game) { }
public GameMenu(MainGame game, GraphicsDevice graphics, Time time, ScreenshotHandler screenshotTaker, Parameters parameters) { this.game = game; this.graphics = graphics; spriteBatch = new SpriteBatch(graphics); this.time = time; this.screenshotHandler = screenshotTaker; menuTextures = Assets.MenuTextures; state = MenuState.Main; debugScreen = false; font14 = Assets.Fonts[0]; font24 = Assets.Fonts[1]; inventory = new Inventory(game, spriteBatch, font14, parameters, () => { Mouse.SetPosition((int)screenCenter.X, (int)screenCenter.Y); game.IsMouseVisible = false; game.Paused = false; game.ExitedMenu = true; state = MenuState.Main; }); previousKeyboardState = Keyboard.GetState(); previousMouseState = Mouse.GetState(); screenWidth = game.Window.ClientBounds.Width; screenHeight = game.Window.ClientBounds.Height; screenCenter = new Vector2(screenWidth / 2, screenHeight / 2); back = new Button(graphics, spriteBatch, "Back to game", font14, (screenWidth / 2) - 150, 100, 300, 40, menuTextures["button"], menuTextures["button_selector"], () => { game.Paused = false; Mouse.SetPosition((int)screenCenter.X, (int)screenCenter.Y); game.IsMouseVisible = false; game.ExitedMenu = true; state = MenuState.Main; }); quit = new Button(graphics, spriteBatch, "Save & Quit", font14, (screenWidth / 2) - 150, 260, 300, 40, menuTextures["button"], menuTextures["button_selector"], () => { game.Paused = false; game.IsMouseVisible = false; inventory.SaveParameters(parameters); game.State = GameState.Exiting; }); crosshair = new Rectangle((screenWidth / 2) - 15, (screenHeight / 2) - 15, 30, 30); screenShading = new Rectangle(0, 0, screenWidth, screenHeight); screenShadingTexture = new Texture2D(graphics, screenWidth, screenHeight); Color[] darkBackGroundColor = new Color[screenWidth * game.Window.ClientBounds.Height]; for (int i = 0; i < darkBackGroundColor.Length; i++) { darkBackGroundColor[i] = new Color(Color.Black, 0.5f); } screenShadingTexture.SetData(darkBackGroundColor); }
private static void Main() { using var game = new MainGame(new DesktopPlatform()); game.Run(); }
public SelectInputStage(MainGame game) : base(game) { }
internal ColonyController(MainGame game, Colony colony, bool readOnly, Player player) : base(colony, readOnly, game, player) { }
public StartScreen(MainGame game) : base(game) { }
public void Run() { MainGame.StopCo(coroutine); coroutine = MainGame.StartCo(Next()); }
static void Main() { using (var game = new MainGame()) game.Run(); }
public virtual void End(MainGame game) { }
public FirstDownStage(MainGame game) : base(game) { }
public virtual void Start(MainGame game) { }
public override void Start(MainGame game) { m_reloj = 0; game.GameOver(); }
public frmGameCoCaRo() { InitializeComponent(); game = new MainGame(); g = pnlChessBoard.CreateGraphics(); }
public void GameDicesViewConstructorTest() { MainGame m = null; // TODO: initialisez a une valeur appropriee GameDicesView target = new GameDicesView(m); Assert.Inconclusive("TODO: implementez le code pour verifier la cible"); }
public GameLogic(MainGame mainGame) : base(mainGame) { }
private void btnReplay_Click(object sender, RoutedEventArgs e) { if (!Directory.Exists("./Replays")) { Directory.CreateDirectory("./Replays"); } OpenFileDialog dlg = new OpenFileDialog(); dlg.InitialDirectory = Directory.GetCurrentDirectory() + "\\Replays"; dlg.DefaultExt = ".sgs"; // Default file extension dlg.Filter = "Replay File (.sgs)|*.sgs|Crash Report File (.rpt)|*.rpt|All Files (*.*)|*.*"; // Filter files by extension bool?result = dlg.ShowDialog(); if (result != true) { return; } string fileName = dlg.FileName; Client client; MainGame game = null; try { client = new Client(); game = new MainGame(); game.OnNavigateBack += game_OnNavigateBack; Stream stream = File.Open(fileName, FileMode.Open); byte[] seed = new byte[8]; stream.Seek(-16, SeekOrigin.End); stream.Read(seed, 0, 8); if (System.Text.Encoding.Default.GetString(seed).Equals(Misc.MagicAnimal.ToString("X8"))) { stream.Read(seed, 0, 8); game.HasSeed = Convert.ToInt32(System.Text.Encoding.Default.GetString(seed), 16); } stream.Seek(0, SeekOrigin.Begin); byte[] bytes = new byte[4]; stream.Read(bytes, 0, 4); int length = BitConverter.ToInt32(bytes, 0); if (length != 0) { byte[] msg = new byte[length]; stream.Read(msg, 0, length); UnicodeEncoding uniEncoding = new UnicodeEncoding(); MessageBox.Show(new String(uniEncoding.GetChars(msg))); } client.StartReplay(stream); game.NetworkClient = client; } catch (Exception) { MessageBox.Show("Failed to open replay file."); return; } if (game != null) { MainGame.BackwardNavigationService = this.NavigationService; game.Start(); // this.NavigationService.Navigate(game); } }
public BombardmentProcessor(BombardBattleGame battleGame, MainGame mainGame) : base(mainGame) { this.game = battleGame; this.makePlayerOrder(); }
private IEnumerator ExtractZipFile() { bool bNeedUnzip = false; string version = PlayerPrefs.GetString("Version"); if (version != AppConst.AppVersion) { bNeedUnzip = true; } if (bNeedUnzip == false) { Finish(); yield break; } string path = AppConst.ABZipPath; LogUtil.StartLog("Extract Zip File: " + path); UpdateTips("正在解压文件"); byte[] bytes = null; if (path.Contains("://")) { UnityWebRequest request = UnityWebRequest.Get(path); yield return(request.SendWebRequest()); if (request.isNetworkError || request.isHttpError) { LogUtil.StartLog("Failed To Load ab.zip File: " + path + "\n" + request.error); } else { bytes = request.downloadHandler.data; } } else if (File.Exists(path)) { bytes = File.ReadAllBytes(path); } if (bytes != null) { object[] param = new object[] { bytes, AppConst.CachePath }; ThreadEvent ev = new ThreadEvent(); ev.Key = NotiConst.EXTRACT_FILE; ev.evParams.AddRange(param); float progress = 0f; bool isFinish = false; ThreadManager threadManager = MainGame.GetManager <ThreadManager>(); threadManager.AddEvent(ev, (e) => { if (e.evName == NotiConst.EXTRACT_UPDATE) { progress = (float)e.evParam; } else if (e.evName == NotiConst.EXTRACT_FINISH) { isFinish = true; } }); //线程解压 while (!isFinish) { UpdateTips("正在解压文件", progress); yield return(new WaitForEndOfFrame()); } PlayerPrefs.SetString("Version", AppConst.AppVersion); Util.Log("Extract Zip File Finish."); UpdateTips("解压文件完成", 1); } else { Util.Log("Zip File Is Not Found."); UpdateTips("解压文件失败"); } }
private void OnBackStartMouseClick(object sender, MouseClickEventArgs e) // object sender renvoie le type du parametre, ici un Button { MainGame.GetInstance().SetScreen(new StartMenu()); }
private void OnBackStartMouseClick(object sender, MouseClickEventArgs e) { MainGame.GetInstance().SetScreen(new StartMenu()); }
public LevelSelectionScene(MainGame game) : base(game) { }
// Use this for initialization void Start() { _coreWorld = GameObject.Find("Attackers"); _mainGame = GameObject.FindGameObjectWithTag("MainGame").GetComponent <MainGame> (); }