/// <summary>
 /// Triggers actions to start a new game
 /// </summary>
 private void TriggerGameStart()
 {
     //Fire event to load game
     //(i.e reset level offset)
     LevelStarted?.Invoke();
     gameRunning = true;
 }
Exemple #2
0
    void Start()
    {
        _playerScore = _enemyScore = 0;

        //Set Points Require To Win
        LevelStarted?.Invoke(_requireToWin, isBonusLevel);
    }
Exemple #3
0
 private void BSEvents_gameSceneActive()
 {
     if (BailOutController.instance != null)
     {
         GameObject.Destroy(BailOutController.instance);
     }
     //new GameObject("BailOutController").AddComponent<BailOutController>();
     LevelStarted?.Invoke(this, EventArgs.Empty);
 }
    public static void RestartGame()
    {
        //Fire event to load game
        //(i.e reset level offset)
        LevelStarted?.Invoke();
        LevelUnPaused?.Invoke();

        CurrentTurn = GameTurn.TURN_PLAYER;
    }
Exemple #5
0
        private void GameScenesManager_transitionDidFinishEvent(ScenesTransitionSetupDataSO _, DiContainer container)
        {
            IDifficultyBeatmap beatmap = container.TryResolve <IDifficultyBeatmap>();

            if (beatmap != null)
            {
                LevelStarted?.Invoke(beatmap.level);
            }
        }
Exemple #6
0
    // Traps were chosen and the actual game can start // TODO Implement a system for choosing traps/spells in a level
    private void OnTrapsChosen()
    {
        gameplayUIData.menuCanvas.SetActive(false);
        ShowMenuPanel(null);
        CrosshairSetActive(true);
        ShowLevelStartMessage();

        LevelStarted?.Invoke();
        GameManager.Instance.ChangePauseState(false, false);
    }
    // Start is called before the first frame update
    void Start()
    {
        //Check for an existing instance and destory
        //if one exists
        if (instance != null)
        {
            Destroy(this);
            return;
        }
        instance = this;

        //Call Level Started Event
        LevelStarted?.Invoke();

        //Start the game with the player's turn
        CurrentTurn = GameTurn.TURN_PLAYER;

        //Call event for new turn started
        GameTurnStarted?.Invoke(CurrentTurn);
    }
Exemple #8
0
        /// <summary>Handles incomming messages. This method is running own the thread created in <see cref="Connect(string, string, int)"/>.</summary>
        /// <param name="messages">Incomming messages.</param>
        private void Handle(IEnumerable <IToAlchemy> messages)
        {
            foreach (var message in messages)
            {
                switch (message)
                {
                case ChatMessageToAlchemy chatMessage:
                    invoke(() => ReceivedMessage?.Invoke(chatMessage.Message));
                    break;

                case SendIngredient ingredient:
                    invoke(() => ReceivedIngredient?.Invoke(ingredient.Ingredient, ingredient.Pipe));
                    break;

                case StartLevel startLevel:
                    invoke(() => LevelStarted?.Invoke(LevelConfig.FromMutable(startLevel.Config)));
                    break;

                case WelcomeAlchemistIAm welcome:
                    invoke(() => Connected?.Invoke(welcome.Username));
                    break;
                }
            }
        }
 public void StartNewLevel()
 {
     lvl++;
     LevelStarted?.Invoke(lvl);
 }
Exemple #10
0
 private void SceneInfoOnRunButtonClicked(SceneInfo caller, SceneDataSO sceneData)
 {
     SceneManager.LoadScene(sceneData.Scene);
     LevelStarted?.Invoke(this, sceneData);
 }
Exemple #11
0
 public void StartLevel()
 {
     LevelStarted?.Invoke();
     Utils.PickupSpawner.StartSpawning();
 }
Exemple #12
0
 public void OnARLevelStarted(ARLevel _startedLevel)
 {
     LevelStarted?.Invoke(_startedLevel);
 }
 protected void OnLevelStarted()
 {
     LevelStarted?
     .Invoke(this, EventArgs.Empty);
 }
 /// <summary>
 /// Start the Game Level
 /// </summary>
 public static void StartLevel()
 {
     LevelStarted?.Invoke();
 }
 public static void CallLevelStarted()
 {
     LevelStarted?.Invoke();
 }