void removeFromRoom(DogDescriptor dog, PPScene room) { List <DogDescriptor> inRoom; if (WorldDogs.TryGetValue(room, out inRoom)) { inRoom.Remove(dog); } }
void addDogToRoom(DogDescriptor dog, PPScene room) { List <DogDescriptor> inRoom; if (!WorldDogs.TryGetValue(room, out inRoom)) { inRoom = new List <DogDescriptor>(); WorldDogs.Add(room, inRoom); } inRoom.Add(dog); }
public bool RequestLoadScene(PPScene scene, bool refreshSystems) { if (canLoadScene(scene)) { LoadScene(scene, refreshSystems); return(true); } else { return(false); } }
public DogDescriptor[] DogsInRoom(PPScene room) { List <DogDescriptor> inRoom; if (WorldDogs.TryGetValue(room, out inRoom)) { return(inRoom.ToArray()); } else { return(new DogDescriptor[NONE_VALUE]); } }
void updateDynamicNavButton(PPScene currentScene) { dynamicNavButton.TryUnsubscribeAll(); if (currentScene == PPScene.Home) { dynamicNavButton.SubscribeToClick(OnShelterClick); dynamicNavButton.SetImage(shelterIcon); } else { dynamicNavButton.SubscribeToClick(OnHomeClick); dynamicNavButton.SetImage(homeIcon); } }
public void LoadScene(PPScene scene, bool refreshSystems = false) { dataController.SaveGame(); SceneManager.LoadScene((int)scene); if (shouldPlayChangeSceneSFX(scene)) { EventController.Event(k.GetPlayEvent(k.CHANGE_SCENE)); } if (shouldZeroOutSceneLoadingBlockersOnLoadScene) { zeroOutSceneLoadingBlockers(); } if (refreshSystems) { gameController.HandleSystemReset(caller: this); } }
bool shouldPlayChangeSceneSFX(PPScene newScene) { return(IsWorldScene(newScene)); }
// Currently does not care about which scene, but may need more advanced logic in future bool canLoadScene(PPScene scene) { return(readyToSwitchScenes); }
public void LoadSceneAsync(PPScene scene) { SceneManager.LoadSceneAsync((int)scene); }
public bool IsWorldScene(PPScene scene) { return(scene == PPScene.Home); }
public void EnterRoom(PPScene room) { this.descriptor.EnterRoom(room); }
public void EnterRoom(PPScene room) { this.MostRecentRoom = room; this.IsInWorld = true; }
public DogDescriptor[] DogsInRoom(PPScene room) { return(currentGame.DogsInRoom(room)); }
public void EnterRoom(DogDescriptor dog, PPScene room) { currentGame.EnterRoom(dog, room); SaveGame(); }
protected override void handleSceneLoaded(PPScene scene) { base.handleSceneLoaded(scene); updateDynamicNavButton(scene); }
public void SetNextScene(PPScene scene) { this.nextScene = scene; }
protected virtual void handleSceneLoaded(PPScene scene) { }
public void EnterRoom(DogDescriptor dog, PPScene room) { dog.EnterRoom(room); addDogToRoom(dog, room); }