Example #1
0
    // ----------------------------- PRESNAP STATES
    private void RUN_SnapReady()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            FindObjectOfType <PC_Controller>().mState = PC_Controller.PC_STATE.SACTIVE;

            PRAC_Ath[] athletes = FindObjectsOfType <PRAC_Ath>();
            for (int i = 0; i < athletes.Length; i++)
            {
                athletes[i].mState = PRAC_Ath.PRAC_ATH_STATE.SDOING_JOB;
            }

            // For now so it's not there when we run. Going to change this soon.
            cShowDefence.FStopShowingPlayArt();
            mState = PRAC_STATE.SPLAY_RUNNING;
        }

        // We also need the camera to go to the higher perspective.
        if (Input.GetKeyDown(KeyCode.T))
        {
            cShowDefence.FStopShowingPlayArt();
            cShowDefence.FShowAllPlayRoles(IO_PlayList.FLOAD_PLAY_BY_NAME(rPracUI.mOffensivePlayName.text), IO_DefPlays.FLOAD_PLAY_BY_NAME(rPracUI.mDefensivePlayName.text), rSnapSpot);
            FindObjectOfType <CAM_PlayShowing>().FActivate();
            mPreSnapState = PRESNAP_STATE.SHIGHCAM;
        }
    }
Example #2
0
 // For now, delete everything from the scene, and that's it.
 private void RUN_PostPlay()
 {
     PRAC_Ath[] athletes = FindObjectsOfType <PRAC_Ath>();
     for (int i = 0; i < athletes.Length; i++)
     {
         Destroy(athletes[i].gameObject);
     }
     FindObjectOfType <PC_Controller>().mState = PC_Controller.PC_STATE.SINACTIVE;
     rPracUI.FRUN_OffPlaybook();
     mState         = PRAC_STATE.SPICK_PLAY;
     mPickPlayState = PICKPLAY_STATE.SOFFENSE;
 }
Example #3
0
    private void RUN_FinishedPicking()
    {
        // I guess this is where I transfer state?
        mState        = PRAC_STATE.SPRE_SNAP;
        mPreSnapState = PRESNAP_STATE.SREADYTOSNAP;

        rPracUI.FRUN_Presnap();
        FindObjectOfType <PC_Controller>().mState = PC_Controller.PC_STATE.SPRE_SNAP;

        // We wait until they click a play in the UI.
        cPlaySetter.FSetUpPlay(rPracUI.mOffensivePlayName.text, rPracUI.mDefensivePlayName.text, rSnapSpot);
    }
Example #4
0
    // -----------------------------

    private void RUN_PlayRunning()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            // Now we just repeat the whole shebang.
            mState = PRAC_STATE.SPOST_PLAY;
        }

        if (Input.GetKeyDown(KeyCode.I))
        {
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;
            SceneManager.LoadScene("SN_MN_Main");
        }
    }
Example #5
0
    void Start()
    {
        cPlaySetter  = GetComponent <PRAC_SetUpPlay>();
        cShowDefence = GetComponent <PRAC_ShowDefense>();

        mState         = PRAC_STATE.SPOST_PLAY;
        mPreSnapState  = PRESNAP_STATE.SREADYTOSNAP;
        mPickPlayState = PICKPLAY_STATE.SOFFENSE;
        IO_PlayList.FLOAD_PLAYS();
        IO_DefPlays.FLOAD_PLAYS();
        IO_ZoneList.FLOAD_ZONES();

        IO_RouteList.FLOAD_ROUTES();

        PRS_AssignMan.FLOAD_PRIORITIES();

        // Won't affect the build, but will affect the editor.
        IO_Settings.FLOAD_SETTINGS();
        // IO_RouteList.FCONVERT_TO_TEXT_FILES();
        // IO_PlayList.FCONVERT_TO_TEXT_FILES();
        // IO_DefPlays.FCONVERT_TO_TEXT_FILES();
        // IO_ZoneList.FCONVERT_TO_TEXT_FILES();
        MN_PauseScreen.SetActive(false);
    }