void Update()
    {
        sfxState = StaticStatesAndVariables.SfxState;
        bgmState = StaticStatesAndVariables.BgmState;

        switch (gameState)
        {
        case GameStates.Running:
            UIRunning.Show();
            UIPause.Hide();
            UIGameOver.Hide();
            break;

        case GameStates.Paused:
            UIRunning.Hide();
            UIPause.Show();
            UIGameOver.Hide();
            break;

        case GameStates.GameOver:
            UIRunning.Hide();
            UIPause.Hide();
            UIGameOver.Show();
            break;
        }
    }
Exemple #2
0
 // Return the first active SFXState in the given SimSet/SimGroup.
 public static SFXState sfxGetActiveStateInGroup(SimGroup group)
 {
     for (uint i = 0; i < group.getCount(); i++)
     {
         SFXState obj = group.getObject(i);
         if (!obj.isMemberOfClass("SFXState"))
         {
             continue;
         }
         if (obj.isActive())
         {
             return(obj);
         }
     }
     return("0");
 }
Exemple #3
0
        //-----------------------------------------------------------------------------
        // AudioStateExclusive class.
        //
        // Automatically deactivates sibling SFXStates in its parent SimGroup
        // when activated.
        public override void onActivate()
        {
            base.onActivate();

            SimGroup group = parentGroup.ID;

            for (uint i = 0; i < group.getCount(); i++)
            {
                SFXState obj = group.getObject(i);

                if (obj.getId() != this.getId() && isMemberOfClass("SFXState") && isActive())
                {
                    obj.deactivate();
                }
            }
        }