private void OnResume(bool pause) { if (!pause) { CustomEventSystem.TryInvoke("OnGameResume"); } }
// Update is called once per frame void Update() { wait -= Time.deltaTime; if (wait > 0.0f) { return; } if (inputPad.IsTrigger(InputType.Button.KeyLeft) || inputPad.IsTrigger(InputType.Button.KeyRight)) { index++; if (index > buttons.Length - 1) { index = 0; } CustomEventSystem.Instance().Enter(buttons[index].gameObject); } else if (inputPad.IsTrigger(InputType.Button.Right)) { CustomEventSystem.Instance().Click(); } else if (inputPad.IsTrigger(InputType.Button.Down)) { buttons[0].OnClick?.Invoke(); Destroy(gameObject); } }
void Awake() { EventSystem = GameObject.FindObjectOfType <CustomEventSystem>(); GameModel = GetComponent <GameModel>(); GameView = GetComponent <GameView>(); InitializeEvents(); }
private void OnPause(bool pause) { if (pause) { CustomEventSystem.TryInvoke("OnGamePause"); } }
protected override void Start() { base.Start(); currentEventSystem = CustomEventSystem.Instance; pointerEventData = new PointerEventData(currentEventSystem); }
public GameEndHandler() { TriggerType = CustomTriggerType.OnGameEnd; Events.GameLoseAnimationEnd.AddListener(() => CustomEventSystem.TryInvoke("OnGameEnd")); Events.GameWon.AddListener(() => CustomEventSystem.TryInvoke("OnGameEnd")); }
void Awake() { EventSystem = GameObject.FindObjectOfType <CustomEventSystem>(); InitializeEvents(); HUDOverlay.gameObject.SetActive(true); GameTimer.gameObject.SetActive(false); HUDAnimator = GameObject.Find("HUD").GetComponent <Animator>(); }
private void Awake() { CustomEventSystem.AddEvent("OnGameLose", new GameLoseHandler()); CustomEventSystem.AddEvent("OnGameWon", new GameWonHandler()); CustomEventSystem.AddEvent("OnInit", new InitHandler()); CustomEventSystem.AddEvent("OnGameEnd", new GameEndHandler()); CustomEventSystem.AddEvent("OnGamePause", new GamePauseHandler()); CustomEventSystem.AddEvent("OnGameResume", new GameResumeHandler()); }
private void OnTriggerEnter2D(Collider2D other) { Enemy enemy = (Enemy)other.GetComponent <Enemy>(); if (enemy != null) { Destroy(enemy.gameObject); CustomEventSystem.TakeDamageAction(1f); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag(TagContainer.PLAYER_TAG)) { CustomEventSystem.PickedPowerUpAction(powerup); powerup.Activator.DoEffet(); SoundManager.PlaySound(powerup.pickupSound, 2f); Destroy(gameObject); } }
/// <summary> /// Constructor /// </summary> private CustomEventSystem() { if (_instance == null) { _instance = this; } _eventList = new Dictionary <string, List <EventListener> >(); _eventListenerCount = 0; _cachedAddedListeners = new List <EventListener>(); _cachedRemovedListeners = new List <EventListener>(); }
private void Awake() { //TODO: Can't use dynamic //Every scene has this class... //TODO: Find way to make this DontDestroyOnLoad //PROBLEM: Cannot send the right Gameplay Tilemap. if (Instance == null) { Instance = this; } CustomEventSystem.LevelChangedAction(gameplayTilemap); }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag(TagContainer.Player_Tag)) { if (powerUp is Shootable) { BulletActivator.SetBullet((Shootable)powerUp); } CustomEventSystem.PickedUpPowerUpAction(powerUp); Destroy(this.gameObject); } }
void Start() { for (short i = 0; i < GameInfo.playersNo; i++) { players[i].playerIndex = i; players[i].playerColor = GameInfo.playersColors[i]; players[i].transform.position = boardTiles[0].PlayersLocations[i]; } currentPlayer = players[0]; DiceManager.resetDices(); // Register the function player arrived in the eventSystem, for playerArrived. CustomEventSystem.RegisterListener(EVENT_TYPE.PLAYER_ARRIVED, OnPlayerArrived); // Register the function give income in the eventSystem. CustomEventSystem.RegisterListener(EVENT_TYPE.GIVE_INCOME, givePlayerIncome); removeInitialGUI(); GUImanager.setJobSelectionStatus(true); }
public void OnPointerEnter(PointerEventData eventData) { //現在選択しているものを選択解除呼び出し var cgo = CustomEventSystem.Instance().CurrentSelected; if (cgo != null) { var handler = cgo.GetComponent <ButtonBase>(); if (handler != null) { handler.Exit(); } } //選択呼び出し Enter(); //選択オブジェクトを上書き CustomEventSystem.Instance().CurrentSelected = gameObject; }
/* * Function transforms tile index to a position, and then calls * the function to move the player from current to the next one */ private bool TraverseUpToTile(short currentTileIndex, short targetTileIndex) { Vector3 currentPosition = boardTiles[currentTileIndex].PlayersLocations[playerIndex]; Vector3 TargetPosition = boardTiles[targetTileIndex].PlayersLocations[playerIndex]; if (OneTileMove(currentPosition, TargetPosition)) { if (giveIncome) { if ((currentTileIndex == boardTiles.Length - 1) && (targetTileIndex == 0)) { CustomEventSystem.fireEvent(EVENT_TYPE.GIVE_INCOME, new EventInfo(playerIndex)); } } return(true); } else { return(false); } }
private void OnTriggerEnter2D(Collider2D other) { IDamagable component = other.GetComponent <IDamagable>(); if (component != null) { Destroy(other.gameObject); component.ApplyDamage(); } if (other.CompareTag(TagContainer.BOMB_TAG)) { Bomb tmp = other.gameObject.GetComponent <Bomb>(); tmp.ApplyDamage(); } if (other.CompareTag(TagContainer.PORTAL_TAG)) { CustomEventSystem.PortalExplosionAction(transform.position); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag(TagContainer.PLAYER_TAG)) { if (canChangeScene) { if (SceneManager.GetActiveScene().name == LAST_LEVEL) { Debug.Log("Game Ended"); CustomEventSystem.GameEndedAction(); GameManager.Instance.TimerIndex = 0; return; } GameManager.Instance.TimerIndex++; SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); //TODO: Change this buildIndex to scene name. } } }
// Update is called once per frame void Update() { wait -= Time.deltaTime; if (wait > 0.0f) { return; } { if (inputPad.IsTrigger(InputType.Button.Right)) { CustomEventSystem.Instance().Click(); button.OnClick?.Invoke(); Destroy(gameObject); } else if (inputPad.IsTrigger(InputType.Button.Down)) { button.OnClick?.Invoke(); Destroy(gameObject); } } }
/* * Called when the destination tile is reached. */ private void arrivalProcedure() { playerComponent.setCurrentTile(boardTiles[currentTileIndex]); CustomEventSystem.fireEvent(EVENT_TYPE.PLAYER_ARRIVED); // send alert event }
private void Awake() { eventSystem = GameObject.FindObjectOfType <CustomEventSystem>(); }
public void ApplyScore(int amount) { CustomEventSystem.ScoreCountAction(amount); }
protected override void Awake() { base.Awake(); singleton = this; Input.imeCompositionMode = IMECompositionMode.Off; }
public void GiveScore(int amount) { gameManager.Score += amount; CustomEventSystem.UpdateGameInfoAction(); }
public void ApplyDamage() { CustomEventSystem.PlayerDeadAction(); }
public void Awake() { current = this; }
void Awake() { EventSystem = GameObject.FindObjectOfType <CustomEventSystem>(); InitializeEvents(); }
private void Awake() { Instance = this; }
// Start is called before the first frame update void Start() { inputManager = InputManager.Instance(); inputPad = inputManager.CreateInputPad(); CustomEventSystem.Instance().Enter(buttons[0].gameObject); }
public InitHandler() { TriggerType = CustomTriggerType.OnInit; Events.OnInit.AddListener(() => CustomEventSystem.TryInvoke("OnInit")); }