void OnGameStateChange(GameController.GameStateEvent eventInfo)
 {
     if (GameController.GameState.PLAYING == eventInfo.currentState)
     {
         //-- Start spawn loops when game starts
         StartCoroutine(SpawnLoop());
     }
 }
Exemple #2
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 void OnGameStateChange(GameController.GameStateEvent eventInfo)
 {
     if (GameController.instance.IsGamePlaying())
     {
         StartCoroutine(AddTimerPoints());
     }
     else if (GameController.GameState.GAME_OVER == eventInfo.currentState)
     {
         //-- This part uses getters to ignore fractions because
         //   the player can't see those
         int oldBestScore = bestScore;
         int sessionScore = totalScore;
         if (oldBestScore < sessionScore)
         {
             m_PreviousBestScore = m_BestScore;
             m_BestScore         = sessionScore;
         }
     }
 }
Exemple #3
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    void OnGameStateChange(GameController.GameStateEvent eventInfo)
    {
        switch (eventInfo.currentState)
        {
        case GameController.GameState.PLAYING:
        {
            m_Body.gravityScale = m_NativeGravityScale;
            break;
        }

        case GameController.GameState.GAME_OVER:
        {
            m_DisableInput      = true;
            m_Body.gravityScale = 0.0f;
            m_Body.velocity     = Vector2.zero;
            break;
        }
        }
    }
Exemple #4
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    void OnGameStateChange(GameController.GameStateEvent eventInfo)
    {
        switch (eventInfo.currentState)
        {
        case GameController.GameState.GAME_OVER:
        case GameController.GameState.TITLE_SCREEN:
        {
            //-- Don't scroll on title or game over
            m_CurrentScrollSpeed = 0.0f;
            break;
        }

        case GameController.GameState.PLAYING:
        {
            //-- Reset scrolling on playing
            ResetScrollSpeed();
            break;
        }
        }
    }
 void OnGameStateChange(GameController.GameStateEvent eventInfo)
 {
     UpdateGameUI(eventInfo.currentState);
 }