private void OnStateEvent(EventManager.StateEvent obj) { if (obj.newState == EventManager.StateEvent.StateType.Playing) { score = 0; ResetScoreText(); } }
private void OnStateEvent(EventManager.StateEvent obj) { if (obj.newState == EventManager.StateEvent.StateType.Playing) { foreach (Life life in lives) { life.SetUp(); } } }
private void OnStateEvent(EventManager.StateEvent obj) { if (obj.newState == EventManager.StateEvent.StateType.GameOver) { panels[(int)PanelEnum.GameOverPanel].gameObject.SetActive(true); } else if (obj.newState == EventManager.StateEvent.StateType.Playing && obj.oldState == EventManager.StateEvent.StateType.GameOver) { panels[(int)PanelEnum.GameOverPanel].gameObject.SetActive(false); } }
private void OnStateEvent(EventManager.StateEvent obj) { if (obj.newState == EventManager.StateEvent.StateType.GameOver) { shouldSpawn = false; } else if (obj.newState == EventManager.StateEvent.StateType.Playing) { for (int i = GameManager.Bombs.Count - 1; i >= 0; --i) { Destroy(GameManager.Bombs[i]); GameManager.Bombs.RemoveAt(i); } shouldSpawn = true; StartCoroutine(Spawn()); } }
private void OnStateEvent(EventManager.StateEvent obj) { if (obj.newState == EventManager.StateEvent.StateType.Playing && obj.oldState == EventManager.StateEvent.StateType.GameOver) { } }