Example #1
0
        /// <summary>
        /// Player state change .
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="eventArgs"></param>
        private void PlayerStatusChange(object sender, PlayerStateChangeEventArgs eventArgs)
        {
            //Check player have failed.
            if (eventArgs.PreviousState == PlayerState.Fallen)
            {
                //But it want to restart.
                if (eventArgs.NextPlayerState == PlayerState.Idle)
                {
                    //If not already started.
                    if (!_obstacleCreationStarted)
                    {
                        StartObstacleCreate();
                    }

                    return;
                }
            }

            if (eventArgs.NextPlayerState == PlayerState.Fallen)
            {
                //stop the routine
                StopCoroutine(_obstacleCoRoutine);
                //reset.
                _obstacleCreationStarted = false;
            }
            else
            {
                //If not already started.
                if (!_obstacleCreationStarted)
                {
                    StartObstacleCreate();
                }
            }
        }
Example #2
0
        /// <summary>
        ///     On status change .
        /// </summary>
        private void PlayerStatusChange(object sender, PlayerStateChangeEventArgs eventArgs)
        {
            if (eventArgs.NextPlayerState == PlayerState.Fallen)
            {
                //no more update.
                _updateScore = false;

                if (_startScore > HighestScore)
                {
                    HighestScore = (int)_startScore;
                }

                //Activate.
                highestScoreObject.SetActive(true);

                //set up.
                highestScoreText.text = HighestScore.ToString();
            }
            //Restart Condition.
            else if (eventArgs.PreviousState == PlayerState.Fallen && eventArgs.NextPlayerState == PlayerState.Idle)
            {
                //Deactivate the highest score.
                highestScoreObject.SetActive(false);
                //reset start score.
                _startScore = 0;
                //Start updating score .
                _updateScore = true;
            }
        }
Example #3
0
        /// <summary>
        ///     Player state changed.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="eventArgs"></param>
        private void PlayerStatusChange(object sender, PlayerStateChangeEventArgs eventArgs)
        {
            //fall condition.
            if (eventArgs.NextPlayerState == PlayerState.Fallen)
            {
                retryButton.gameObject.SetActive(true);
            }

            //Restart Condition.
            else if (eventArgs.PreviousState == PlayerState.Fallen && eventArgs.NextPlayerState == PlayerState.Idle)
            {
                retryButton.gameObject.SetActive(false);
            }
        }
Example #4
0
        /// <summary>
        /// Player event.
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="eventArgs"></param>

        private void PlayerStatusChange(object sender, PlayerStateChangeEventArgs eventArgs)
        {
            if (eventArgs.NextPlayerState == PlayerState.Fallen)
            {
                //hold previous speed.
                _lastScrollSpeed = scrollSpeed;
                //set to zero.
                scrollSpeed = 0f;
            }
            else if (eventArgs.PreviousState == PlayerState.Fallen && eventArgs.NextPlayerState == PlayerState.Idle)
            {
                //Start over.
                scrollSpeed = _lastScrollSpeed;
            }
        }
Example #5
0
 /// <summary>
 ///     Player state change .
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="eventArgs"></param>
 private void PlayerStatusChange(object sender, PlayerStateChangeEventArgs eventArgs)
 {
     //if fallen.
     if (eventArgs.NextPlayerState == PlayerState.Fallen)
     {
         if (_rigidBody != null)
         {
             _rigidBody.velocity = Vector2.zero;
         }
     }
     //Restart Condition.
     else if (eventArgs.PreviousState == PlayerState.Fallen && eventArgs.NextPlayerState == PlayerState.Idle)
     {
         if (_rigidBody != null)
         {
             _rigidBody.velocity = Vector2.left * speed;
         }
     }
 }