// Start is called before the first frame update void Start() { eventsManager = EasyGetter.GetUIEventsManager(); eventsManager.AddListener(EventType.ChangeSceneEvent, ChangeScene); eventsManager.AddListener(EventType.ExitGameEvent, HandleExitEvent); eventsManager.AddListener(EventType.PauseGameEvent, goToOptions); }
private void Awake() { InitDependencies(); EventsManager.AddListener <GameOverEventType>(OnGameOver); EventsManager.AddListener <GameWinEventType>(OnGameWin); EventsManager.AddListener <LoadMenuEventType>(OnLoadMenu); }
// Start is called before the first frame update void Start() { globalManager = EasyGetter.GetGlobalManager(); boxCleaner = globalManager.GetComponent <BoxCleaner>(); uiEventsManager = globalManager.GetComponent <EventsManager>(); uiEventsManager.AddListener(EventType.GoBackMainEvent, HandleGoBackMainEvent); }
private void Awake() { EventsManager.AddListener(Events.GameInitialization, Initialize); EventsManager.AddListener(Events.OpenShop, OnEnableShopUI); EventsManager.AddListener(Events.CloseShop, OnDisableShopUI); crystalsField.SetUp(); }
private void OnEnable() { EventsManager.AddListener <ICircle>(EventsType.CircleSpawned, OnCircleSpawned); EventsManager.AddListener <bool, ICircle>(EventsType.SlicePutInCircle, OnSlicePutInCircle); EventsManager.AddListener <ICircle>(EventsType.CircleIsFull, OnCircleIsFull); EventsManager.AddListener(EventsType.RestartGame, Restart); }
private void Awake() { EventsManager.AddListener(Events.PlayGame, OnEnableUI); EventsManager.AddListener(Events.GameOver, OnDisableUI); EventsManager.AddListener(Events.RestartGame, OnEnableUI); timerField.SetUp(); OnDisableUI(); }
private void Awake() { rb = GetComponent <Rigidbody2D>(); EventsManager.AddListener(Events.PlayGame, OnEnableMovement); EventsManager.AddListener(Events.RestartGame, OnDisableMovement); EventsManager.AddListener(Events.RestartGame, OnEnableMovement); OnDisableMovement(); }
// Use this for initialization void Start() { InvokeRepeating("drawHud", 0.1F, 0.5F); EventsManager.AddListener(EventsManager.Events.gameEnded, GameOver); EventsManager.AddListener(EventsManager.Events.died, showDeathMessage); EventsManager.AddListener(EventsManager.Events.respawned, hideDeathMessage); }
void Start() { freezTimer = gameObject.AddComponent <Timer>(); rb = GetComponent <Rigidbody2D>(); bc = GetComponent <BoxCollider2D>(); halfOfColliderWidth = bc.size.x / 2; halfOfColliderHeight = bc.size.y / 2; EventsManager.AddListener(HandleFreezeEffectActivated); }
private void Awake() { playerMovement = GetComponent <PlayerMovement>(); playerInput = GetComponent <PlayerInput>(); EventsManager.AddListener(Events.PlayGame, OnPlayGame); EventsManager.AddListener(Events.RestartGame, OnRestartGame); EventsManager.AddListener(Events.GameOver, OnGameOver); EventsManager.AddListener(Events.BackToMenu, OnBackToMenu); }
// Use this for initialization void Start() { if (isLocalPlayer) { CmdSpawnMyUnit(); } EventsManager.AddListener(EventsManager.Events.gameEnded, destroyPhysicalPlayer); }
private void Awake() { EventsManager.AddListener(Events.RestartGame, OnDisableGameOverUI); EventsManager.AddListener(Events.BackToMenu, OnDisableGameOverUI); EventsManager.AddListener(Events.GameOver, OnEnableGameOverUI); recordScoreField.SetUp(); crystalsField.SetUp(); lastScoreAttemptField.SetUp(); OnDisableGameOverUI(); }
private void Start() { scoreManager = GetComponent <ScoreManager>(); gameState = GameStateType.InitialMenu; EventsManager.AddListener <OnLandOnStationEvent>(RocketLanded); EventsManager.AddListener <OnRocketCrashEvent>(RocketLanded); StartInitialMenu(); }
public void OnEnable() { //gestion de la sourie a deplacer aprés UnityEngine.Cursor.visible = false; UnityEngine.Cursor.lockState = UnityEngine.CursorLockMode.Locked; gameObject.GetComponent <CanvasGroup>().alpha = 0f; EventsManager.AddListener(EventsManager.Events.PPressed, OnTogglePauseMenu); EventsManager.AddListener(EventsManager.Events.TogglePauseMenu, OnTogglePauseMenu); }
public void Start() { canvasGroup = gameObject.GetComponent <CanvasGroup>(); EmptyScoreboard(); // La vue écoute les différents événements qui ont un impacte sur cette dernière et agit en conséquence EventsManager.AddListener(EventsManager.Events.TabPressed, OnOpenScoreboard); EventsManager.AddListener(EventsManager.Events.TabReleased, OnCloseScoreboard); EventsManager.AddListener(EventsManager.Events.somebodyDied, UpdateScoreboard); }
private void Awake() { EventsManager.AddListener(Events.GameInitialization, OnUpdateMenuUIFields); EventsManager.AddListener(Events.PlayGame, OnDisableMenuUI); EventsManager.AddListener(Events.BackToMenu, OnEnableMenuUI); EventsManager.AddListener(Events.OpenSettings, OnDisableMenuUI); EventsManager.AddListener(Events.CloseSettings, OnEnableMenuUI); EventsManager.AddListener(Events.OpenShop, OnDisableMenuUI); EventsManager.AddListener(Events.CloseShop, OnEnableMenuUI); recordScoreField.SetUp(); crystalsField.SetUp(); }
private void Awake() { EventsManager.AddListener(Events.PlayGame, OnEnableGameUI); EventsManager.AddListener(Events.RestartGame, OnEnableGameUI); EventsManager.AddListener(Events.GameOver, OnDisableGameUI); EventsManager.AddListener(Events.AddScore, OnUpdateScore); EventsManager.AddListener(Events.AddExtraScore, OnUpdateScore); EventsManager.AddListener(Events.AddCrystal, OnUpdateCrystals); scoreField.SetUp(); crystalsField.SetUp(); OnDisableGameUI(); }
private void Awake() { playerInput = GetComponent <PlayerInput>(); playerMovement = GetComponent <PlayerMovement>(); rb = GetComponent <Rigidbody2D>(); EventsManager.AddListener(Events.PlayGame, OnSetMoveState); EventsManager.AddListener(Events.GameOver, OnSetGameOverState); EventsManager.AddListener(Events.RestartGame, OnResetPlayer); EventsManager.AddListener(Events.RestartGame, OnSetMoveState); contactFilter2D.layerMask = (1 << 8); contactFilter2D.useLayerMask = true; }
private void Awake() { EventsManager.AddListener(Events.GameInitialization, OnLoadSettingsData); EventsManager.AddListener(Events.OpenSettings, OnEnableSettingsUI); EventsManager.AddListener(Events.OpenSettings, OnLoadSettingsData); EventsManager.AddListener(Events.CloseSettings, OnDisableSettingsUI); #if UNITY_ANDROID resolutionLabel.SetActive(false); resolutionSlider.gameObject.SetActive(false); #endif #if !UNITY_EDITOR && UNITY_STANDALONE var currentHeightResolution = Screen.currentResolution.height; maxResolutionHeight = currentHeightResolution - 100; resolutionSlider.minValue = minResolutionHeight; resolutionSlider.maxValue = maxResolutionHeight; #endif OnDisableSettingsUI(); }
private void Awake() { InitDependencies(); EventsManager.AddListener <LevelVertexButtoPressEventType>(LevelVertexButtonPressed); EventsManager.AddListener <LoadLevelEventType>(OnLoadLevel); }
protected override void Start() { base.Start(); EventsManager.AddListener(typeof(ScreenManagerEvent), HandleScreenManagerEvent); }
private void Awake() { EventsManager.AddListener(Events.GameOver, OnDestorPlatform); enabled = false; }
private void Awake() { EventsManager.AddListener <ShowWinScreenEventType>(OnShowWinScreen); HideWinScreen(); }
private void Awake() { AsteroidTransform = transform; EventsManager.AddListener <GameOverEventType>(DoDestroy); }
protected void Start() { RefreshText(); EventsManager.AddListener(Events.CITY_TREASURY_CHANGED, RefreshText); }
private void Awake() { field = GetComponent <TextMeshProUGUI>(); fieldFormat = field.text; EventsManager.AddListener <LivesLeftChangeTextEventType>(OnLivesLeftChangeText); }
private void Awake() { EventsManager.AddListener <LevelVertexButtonUpdateEventType>(OnLevelVertexButtonUpdate); }
private void Awake() { EventsManager.AddListener(Events.PlayGame, OnResetTimer); EventsManager.AddListener(Events.RestartGame, OnResetTimer); EventsManager.AddListener(Events.GameOver, OnResetGravityFallSpeed); }
// Use this for initialization void Start() { _workerHouses = new Dictionary <Home, int> (capacity); EventsManager.AddListener(Events.CITY_POPULATION_CHANGED, HirePeople);//TODO le faire plutôt via une coroutine qui tourne tous les X temps HirePeople(capacity); }
protected void Start() { RefreshText(); EventsManager.AddListener(Events.RPG_HEALTH_CHANGED, RefreshText); }