Exemple #1
0
    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));
        }
    }
Exemple #2
0
    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;
        }
    }