Exemple #1
0
 /// <summary>
 /// Fired when the <see cref="GameUI"/> state changes
 /// If the new state is <see cref="GameUI.State.GameOver"/> we need to hide the <see cref="TowerUI"/>
 /// </summary>
 /// <param name="oldState">The previous state</param>
 /// <param name="newState">The state to transition to</param>
 protected void OnGameUIStateChanged(GameUI.State oldState, GameUI.State newState)
 {
     if (newState == GameUI.State.GameOver)
     {
         Hide();
     }
 }
Exemple #2
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 void OnMessage_UIStateChanged(GameUI.State newState)
 {
     if (newState == GameUI.State.SHOPBASE || newState == GameUI.State.SHOPENEMIES || newState == GameUI.State.SHOPPLAYER)
     {
         UpdateText();
     }
 }
Exemple #3
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 void OnMessage_UIStateChanged(GameUI.State newState)
 {
     Activated = !(newState == GameUI.State.SHOPBASE || newState == GameUI.State.SHOPENEMIES || newState == GameUI.State.SHOPPLAYER);
     if (Activated)
     {
         overlayText.Text = string.Format("Press <color=#ff2255>{0}</color> to open terminal", InputController.Instance.GetInfo("INTERACT").GetInfo());
     }
 }
Exemple #4
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    void OnMessage_UIStateChanged(GameUI.State newState)
    {
        if (!enabled)
        {
            return;
        }

        if (newState == GameUI.State.GAMEOVER || newState == GameUI.State.MENU || newState == GameUI.State.REBINDKEY || newState == GameUI.State.SHOPPLAYER || newState == GameUI.State.SHOPBASE || newState == GameUI.State.SHOPENEMIES)
        {
            WantedLockStatus = false;
        }
        else
        {
            WantedLockStatus = true;
        }
    }
Exemple #5
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 /// <summary>
 /// If the new state is <see cref="GameUI.State.Building"/> then move the ghost to the center of the screen
 /// </summary>
 /// <param name="previousState">
 /// The previous the GameUI was is in
 /// </param>
 /// <param name="currentState">
 /// The new state the GameUI is in
 /// </param>
 void OnStateChanged(State previousState, State currentState)
 {
     // Early return for two reasons
     // 1. We are not moving into Build Mode
     // 2. We are not actually touching
     if (UnityInput.touchCount == 0)
     {
         return;
     }
     if (currentState == State.Building && previousState != State.BuildingWithDrag)
     {
         m_GameUI.MoveGhostToCenter();
         confirmationButtons.canvasEnabled = false;
         invalidButtons.canvasEnabled      = false;
     }
     if (currentState == State.BuildingWithDrag)
     {
         m_IsGhostSelected = true;
     }
 }
Exemple #6
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    void OnMessage_UIStateChanged(GameUI.State newState)
    {
        InGameUI.Visible       = newState == State.GAME;
        InGameMenu.Visible     = newState == State.MENU || newState == State.REBINDKEY;
        GameOverScreen.Visible = newState == State.GAMEOVER;

        RebindMenu.Visible = newState == State.REBINDKEY;
        InGameMenu.Enabled = newState == State.MENU;

        Shop.Visible = newState == State.SHOPBASE || newState == State.SHOPENEMIES || newState == State.SHOPPLAYER;

        if (GameOverScreen.Visible)
        {
            GameOverTime.Text   = timeText.Text;
            GameOverPoints.Text = pointText.Text;
            GameOverDeaths.Text = Game.Instance.Deaths.ToString();
        }
        if (InGameMenu.Visible)
        {
            MenuTime.Text   = timeText.Text;
            MenuPoints.Text = pointText.Text;
            MenuDeaths.Text = Game.Instance.Deaths.ToString();
        }
        if (Shop.Visible)
        {
            AvaiblePoints.Text = string.Format("Available Points:\n<color=#ff2255>{0}</color>", Game.Instance.Points);

            Shop_Player.Visible  = newState == State.SHOPPLAYER;
            Shop_Base.Visible    = newState == State.SHOPBASE;
            Shop_Enemies.Visible = newState == State.SHOPENEMIES;

            Tab_Player.forceHover  = newState == State.SHOPPLAYER;
            Tab_Base.forceHover    = newState == State.SHOPBASE;
            Tab_Enemies.forceHover = newState == State.SHOPENEMIES;

            lastShopState = newState;
        }
        state = newState;
    }