private void OnGameOver(object sender, GameOverEventArgs e) { string messageText = null; switch (e.GameState) { case GameState.InProgress: break; case GameState.Player1Won: messageText = "Player 1 won."; break; case GameState.Player2Won: messageText = "Player 2 won."; break; case GameState.Draw: messageText = "Draw."; break; default: break; } MessageBox.Show(messageText, "Game over"); InitializeBoardManager(false); this.Invalidate(true); }
private void Game_GameOver(object sender, GameOverEventArgs e) { foreach (Tile tile in e.WinningTiles) { HighlightedTiles.Add(this[tile.X, tile.Y]); } }
private void ClearAllCurrency(GameOverEventArgs args) { currencyPool.ForEach((currency) => { currency.gameObject.SetActive(false); }); }
private void OnGameOver(object sender, GameOverEventArgs e) { map.Pause(); mode.Stop(); scoreField.text = "Score: " + e.gameScore; userInterface.SetActive(true); scorePanel.SetActive(true); }
private void GameOver() { GameIsOver = true; var args = new GameOverEventArgs(availableRevives); OnGameOver?.Invoke(args); }
private void OnGameOver(GameOverEventArgs args) { if (args.CanRevive) { reviveDisplay.SetActive(true); StartCoroutine(CountdownUpdate()); } }
private void GameOver(object sender, GameOverEventArgs e) { _model._timerOn = false; isWinner = true; _panel.Refresh(); MessageBox.Show(e.type, "Game over"); NewGame(); }
private void OnGameOver(GameOverEventArgs args) { if (args.CanRevive) { return; } display.SetActive(true); roundText.text = $"You have reached\nRound {levelManager.RoundIndex + 1} of {levelManager.RoundCount}"; }
// When the game ends I want to be able to reload the active scene to restart. However, you might // notice that the GameEvents I make are static. Static things don't get destroyed on reload, and // Unity seems to throw a huge fit when an event tries to call a function that doesn't exist (because // the thing it was tied to is destroyed.) Thus, every function connected to GameEvents must have the // connection severed before the game is reloaded. The connections will be remade by the new versions // of these classes on boot. void OnGameOver(object sender, GameOverEventArgs args) { GameEvents.TaskUIStarted -= OpenUI; GameEvents.TaskCompleted -= OnTaskCompleted; GameEvents.AddColonist -= OnAddColonist; GameEvents.RemoveRandomColonist -= OnRemoveRandomColonist; GameEvents.RemoveColonist -= OnRemoveColonist; GameEvents.RoboAttack -= OnRoboAttack; GameEvents.GameOver -= OnGameOver; }
protected virtual void OnGameOver(string score) { GlobalVariables.score = score; Application.LoadLevel("game_over"); if (gameOverEvent != null) { GameOverEventArgs a = new GameOverEventArgs(); a.score = score; gameOverEvent(this, a); } }
private void ViewModel_GameOver(object sender, GameOverEventArgs e) { if (e.result) { MessageBox.Show("Gratulálok, győztél!", "Győzelem", MessageBoxButton.OK); } else { MessageBox.Show("Sajnos vesztettél :(", "Kudarc", MessageBoxButton.OK); } }
private void GameOver(object sender, GameOverEventArgs e) { // display info who is a winner if (e.WinnerColor == null) { playerInfo.UpdateInfoField("played a draw!"); } else { playerInfo.UpdateInfoField(e.WinnerColor + " won!"); } }
private void HandleOnGameOver(object sender, GameOverEventArgs gameOverEventArgs) { bool onCompleteAdded = false; foreach (Image ren in GameOverScreen.GetComponentsInChildren<Image>(true)) { Color c = ren.color; float targetAlpha = c.a; c.a = 0.0f; ren.color = c; Tweener tween = ren.DOFade(targetAlpha, 4.0f); if (!onCompleteAdded) { onCompleteAdded = true; tween.OnComplete(() => SceneLoader.Instance.LoadLevel(SceneManager.GetActiveScene().name)); } } GameOverScreen.gameObject.SetActive(true); }
protected void OnGameOver(GameOverEventArgs e) { if (GameOver != null) { GameOver(this, e); } }
private void GameEventManagerOnGameOver(object sender, GameOverEventArgs gameOverEventArgs) { Log.InfoFormat("[GameEventManagerOnGameOver] {0}{2} => {1}.", gameOverEventArgs.Result, GameEventManager.Instance.LastGamePresenceStatus, gameOverEventArgs.Conceded ? " [conceded]" : ""); }
void RaiseGameOverEvent(GameOverEventArgs e) { if (GameOverEvent != null) { GameOverEvent(this, e); } }
/// <summary> /// Begins a new round of Blackjack. /// </summary> public void Deal() { if (_gameInProgress) { return; // do not continue if a game is already in progress. } _gameOverArgs = null; _gameInProgress = true; resetGame(); dealCardToHand(_playerHand); dealCardToHand(_dealerHand); dealCardToHand(_playerHand); if (_gameInProgress) // check if this is still true, as game may have moved into Stand() with player's 2nd card. { dealCardToHand(_dealerHand, Visibility.Closed); } OnPlayersTurn(EventArgs.Empty); }
private void OnGameOver(object sender, GameOverEventArgs gameOverEventArgs) { //notify player wins gameOverEventArgs .WinnerPlayer .GetSignalRConnections() .ForEach(c => _hubContext.Clients.Client(c.ToString()).endGame(true)); //notify player lose Game.GetPlayerById(gameOverEventArgs.WinnerPlayer.Id, theOtherOne: true) .GetSignalRConnections() .ForEach(c => _hubContext.Clients.Client(c.ToString()).endGame(false)); }
private void evaluateScores() { if (_playerBust) { _dealerScore++; _gameOverArgs = new GameOverEventArgs(Result.PlayerLoses); } else if (_dealerBust && !_playerBust) { _playerScore++; _gameOverArgs = new GameOverEventArgs(Result.PlayerWins); } else if (playerEvalTotal > dealerEvalTotal) { _playerScore++; _gameOverArgs = new GameOverEventArgs(Result.PlayerWins); } else if (playerEvalTotal < dealerEvalTotal) { _dealerScore++; _gameOverArgs = new GameOverEventArgs(Result.PlayerLoses); } else { ++_drawCount; _gameOverArgs = new GameOverEventArgs(Result.Draw); } _gameInProgress = false; OnGameOver(_gameOverArgs); }