Exemple #1
0
    void removeFromRoom(DogDescriptor dog, PPScene room)
    {
        List <DogDescriptor> inRoom;

        if (WorldDogs.TryGetValue(room, out inRoom))
        {
            inRoom.Remove(dog);
        }
    }
Exemple #2
0
    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);
     }
 }
Exemple #4
0
    public DogDescriptor[] DogsInRoom(PPScene room)
    {
        List <DogDescriptor> inRoom;

        if (WorldDogs.TryGetValue(room, out inRoom))
        {
            return(inRoom.ToArray());
        }
        else
        {
            return(new DogDescriptor[NONE_VALUE]);
        }
    }
Exemple #5
0
 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);
 }
Exemple #11
0
 public void EnterRoom(PPScene room)
 {
     this.descriptor.EnterRoom(room);
 }
Exemple #12
0
 public void EnterRoom(PPScene room)
 {
     this.MostRecentRoom = room;
     this.IsInWorld      = true;
 }
Exemple #13
0
 public DogDescriptor[] DogsInRoom(PPScene room)
 {
     return(currentGame.DogsInRoom(room));
 }
Exemple #14
0
 public void EnterRoom(DogDescriptor dog, PPScene room)
 {
     currentGame.EnterRoom(dog, room);
     SaveGame();
 }
Exemple #15
0
 protected override void handleSceneLoaded(PPScene scene)
 {
     base.handleSceneLoaded(scene);
     updateDynamicNavButton(scene);
 }
 public void SetNextScene(PPScene scene)
 {
     this.nextScene = scene;
 }
Exemple #17
0
 protected virtual void handleSceneLoaded(PPScene scene)
 {
 }
Exemple #18
0
 public void EnterRoom(DogDescriptor dog, PPScene room)
 {
     dog.EnterRoom(room);
     addDogToRoom(dog, room);
 }