private void SetupLevel(GameStateSetEvent e) { currentState = e.gameState; if (e.gameState == GameState.LevelGeneration) { minMarginX = -rowCount / 2; maxMarginX = -minMarginX; minMarginZ = -columnCount / 2; maxMarginZ = -minMarginZ; minCamMarginX = (-rowCount / 2) + camMarginOffset; maxCamMarginX = -minMarginX - camMarginOffset; minCamMarginZ = (-columnCount / 2) + camMarginOffset; maxCamMarginZ = -minMarginZ - camMarginOffset; player = Instantiate(playerPref, Vector3.zero, Quaternion.identity); currentPlayerIndex = 0; ShufflePlayers(); GameEventManager.Instance.TriggerSyncEvent(new GameStateCompletedEvent(GameState.LevelGeneration)); } else if (e.gameState == GameState.RoulettePlayerWheel) { SelectRandomPlayer(); GameEventManager.Instance.TriggerSyncEvent(new GameStateCompletedEvent(GameState.RoulettePlayerWheel)); } }
private void OnGameStateSet(GameStateSetEvent e) { switch (e.gameState) { case GameState.LevelGeneration: break; case GameState.RoulettePlayerWheel: break; case GameState.Gameplay: inGamePanel.SetActive(true); break; case GameState.LevelComplete: break; case GameState.LevelFailed: inGamePanel.SetActive(false); gameOverPanel.SetActive(true); EventSystem.current.SetSelectedGameObject(Restart); break; } ; }
private void OnGameStateSet(GameStateSetEvent e) { if (this == null) { return; } if (e.gameState == GameState.LevelGeneration) { Destroy(gameObject); } }
private void OnGameStateSet(GameStateSetEvent e) { switch (e.gameState) { case GameState.LevelGeneration: for (int i = 0; i < currentEnemies.Count; i++) { Destroy(currentEnemies[i]); } currentEnemies.Clear(); break; } }