private void MinigameOnStateChanged(Minigame.MinigameState minigameState) { if (minigameState == StateToEnableOn) { ToEnableOnState.SetActive(enabledToSet); } }
private void MinigameOnStateChanged(Minigame.MinigameState minigameState) { if (this == null || gameObject == null) return; if (minigameState == StateToDestroyOn && gameObject != null) Destroy(gameObject); }
public void SetMinigame(Minigame minigamePrefab) { if (CurrentMinigame != null) return; SelectedMinigamePrefab = minigamePrefab; NextMinigame = minigamePrefab; }
private void OnStateChanged(Minigame.MinigameState minigameState) { if (minigameState == Minigame.MinigameState.Running) { spriteRenderer.sprite = RunningSprite; } else if (minigameState == Minigame.MinigameState.Failed) { spriteRenderer.sprite = FailedSprite; } else if (minigameState == Minigame.MinigameState.Succeeded) { spriteRenderer.sprite = SuccessSprite; } }
public void StartMinigame() { if (CurrentMinigame != null) return; previousMinigame = SelectedMinigamePrefab; var instance = Instantiate(SelectedMinigamePrefab.gameObject); CurrentMinigame = instance.GetComponent<Minigame>(); NextMinigame = null; var info = new MinigameStartInfo { SpeedFactor = SpeedFactor, SecondsToComplete = CurrentMinigame.StartingSecondsToComplete / SpeedFactor }; CurrentMinigame.StartMinigame(info); }