// Start is called before the first frame update
 void Start()
 {
     if (!_progressStorageService.HasSaves())
     {
         ContinueButton.interactable = false;
         ContinueText.color          = Color.Lerp(ContinueText.color, new Color(0, 0, 0, 0), 0.5f);
         IconImage.color             = Color.Lerp(IconImage.color, new Color(0, 0, 0, 0), 0.5f);
         _progressStorageService.Destroy();
     }
 }
Example #2
0
    private void HumanPersonSurvival_Dead(object sender, EventArgs e)
    {
        _container.InstantiateComponentOnNewGameObject <GameOverEffect>(nameof(GameOverEffect));
        var activeActor    = _humanActorTaskSource.ActiveActor;
        var survivalModule = activeActor.Person.GetModule <ISurvivalModule>();

        survivalModule.Dead -= HumanPersonSurvival_Dead;

        _progressStorageService.Destroy();
    }
Example #3
0
    private void HumanPersonSurvival_Dead(object sender, EventArgs e)
    {
        var scores = _scoreManager.Scores;

        try
        {
            _scoreStorage.AppendScores("test", scores);
        }
        catch (Exception exception)
        {
            Debug.LogError("Не удалось выполнить запись результатов в БД\n" + exception.ToString());
        }

        _container.InstantiateComponentOnNewGameObject <GameOverEffect>(nameof(GameOverEffect));
        _humanActorTaskSource.CurrentActor.Person.Survival.Dead -= HumanPersonSurvival_Dead;

        _progressStorageService.Destroy();
    }
Example #4
0
 // Start is called before the first frame update
 public void PlayHandler()
 {
     GameProgressHelper.ResetGameState(_globeManager, _scoreManager, _humanPlayer);
     _progressStorageService.Destroy();
     SceneManager.LoadScene("combat");
 }