private void HandleDeactivateEvent(MonoBehaviourEventArgs args) { if (MatchStateManager.IsMain()) { int index = Random.Range(0, zenPop.Length - 1); _audio.PlayOneShot(zenPop[index]); } }
private void HandlePedestalDeactivation(MonoBehaviourEventArgs args) { var pedestalController = args.behavior as ZMPedestalController; if (_playerInfo == pedestalController.PlayerInfo) { RemoveSoul(pedestalController); } }
private void HandleDeactivateEvent(MonoBehaviourEventArgs args) { var pedestalController = args.behavior as ZMPedestalController; if (_playerInfo == pedestalController.PlayerInfo) { // _particleSystem.emission = true; } }
private void HandleMinScoreReached(ZMPlayerInfoEventArgs args) { if (_playerInfo == args.info) { var outArgs = new MonoBehaviourEventArgs(this); _audio.Stop(); Notifier.SendEventNotification(SoulDestroyedEvent, outArgs); } }
private void HandleActivateEvent(MonoBehaviourEventArgs args) { var pedestalController = args.behavior as ZMPedestalController; if (_playerInfo == pedestalController.PlayerInfo) { var emission = _particleSystem.emission; emission.enabled = false; } }
private void Disable() { var args = new MonoBehaviourEventArgs(this); _scoreState = ScoreState.SCORING_DISABLED; _renderer.enabled = false; _timedCounter.gameObject.SetActive(false); zenAbsorbEffect.Stop(); _light.enabled = false; Notifier.SendEventNotification(OnDeactivateEvent, args); }
// public methods public void Enable() { var args = new MonoBehaviourEventArgs(this); _scoreState = ScoreState.SCORING_ENABLED; _timedCounter.Reset(); _timedCounter.gameObject.SetActive(true); _renderer.enabled = true; _timedCounter.StartTimer(); zenAbsorbEffect.Play(); _light.enabled = true; Notifier.SendEventNotification(OnActivateEvent, args); }
void HandleDeactivateEvent(MonoBehaviourEventArgs args) { GetComponent <Light>().enabled = false; }
void HandleActivateEvent(MonoBehaviourEventArgs args) { Debug.Log("toggle activate"); enabled = true; }
private void HandleSoulDestroyedEvent(MonoBehaviourEventArgs args) { var soul = args.behavior as ZMSoul; RemoveSoul(soul); }