/// <summary> /// Show the results window, and then return to menu /// </summary> private IEnumerator Complete_() { ResultsScreen.Setup(); ResultsScreen.SetPlayers(_players); ScoreStoreHandler.StoreResults(Scene.PunchlineBling, _players); var ordered = _players.Where(p => p.GetPoints() > 0).OrderByDescending(p => p.GetPoints()).ToList(); ordered.FirstOrDefault()?.Winner(); yield return(new WaitForSeconds(4 + _players.Length)); // fade out EndFader.StartFade(0, 1, ReturnToCentral_); }
/// <summary> /// Adds bonus points and out of the game /// </summary> /// <returns></returns> IEnumerator Complete_() { _ended = true; AssignBonusPoints_(); ResultsScreen.Setup(); GenericInputHandler[] genericPlayers = _players.ToArray <GenericInputHandler>(); ResultsScreen.SetPlayers(genericPlayers); ScoreStoreHandler.StoreResults(Scene.ShopDrop, genericPlayers); yield return(new WaitForSeconds(4 + _players.Count)); // fade out EndFader.StartFade(0, 1, ReturnToCentral_); }
/// <summary> /// Completes the game and return to object /// </summary> IEnumerator Complete_() { yield return(new WaitForSeconds(3f)); ResultsScreen.Setup(); GenericInputHandler[] genericPlayers = _players.ToArray <GenericInputHandler>(); ResultsScreen.SetPlayers(genericPlayers); ScoreStoreHandler.StoreResults(Scene.MarshLand, genericPlayers); yield return(new WaitForSeconds(4 + genericPlayers.Length)); // fade out EndFader.StartFade(0, 1, ReturnToCentral_); }
/// <summary> /// Show the results window, and then return to menu /// </summary> private IEnumerator Complete_() { List <GenericInputHandler> genericPlayers = _players.ToList <GenericInputHandler>(); ResultsScreen.Setup(); ResultsScreen.SetPlayers(genericPlayers.ToArray()); ScoreStoreHandler.StoreResults(Scene.CashDash, _players.ToArray()); var ordered = _players.Where(p => p.GetPoints() > 0).OrderByDescending(p => p.GetPoints()).ToList(); ordered.FirstOrDefault()?.Winner(); yield return(new WaitForSeconds(4 + _players.Count)); // fade out EndFader.StartFade(0, 1, ReturnToCentral_); }
/// <summary> /// Control the end scene /// </summary> IEnumerator EndScene_() { _ended = true; // wait while podium shows yield return(new WaitForSeconds(3.5f)); ResultsScreen.Setup(); GenericInputHandler[] genericPlayers = _players.ToArray <GenericInputHandler>(); ResultsScreen.SetPlayers(genericPlayers); yield return(new WaitForSeconds(4 + genericPlayers.Length)); ScoreStoreHandler.StoreResults(Scene.BeachBowles, genericPlayers); // fade out EndFader.StartFade(0, 1, ReturnToCentral_); }
/// <summary> /// Completes the game and return to object /// </summary> IEnumerator Complete_() { // assign points for winner AssignBonusPoints_(); yield return(new WaitForSeconds(3f)); // show results ResultsScreen.Setup(); GenericInputHandler[] genericPlayers = _players.ToArray <GenericInputHandler>(); ResultsScreen.SetPlayers(genericPlayers); // store scores ScoreStoreHandler.StoreResults(Scene.CartAttack, genericPlayers); // wait for a while to show results yield return(new WaitForSeconds(4 + genericPlayers.Length)); // fade out EndFader.StartFade(0, 1, ReturnToCentral_); }
/// <summary> /// Completes the game /// </summary> private IEnumerator Complete_() { AssignBonusPoints_(); yield return(new WaitForSeconds(1)); if (!_completed) { _completed = true; ResultsScreen.Setup(); GenericInputHandler[] genericPlayers = _players.ToArray <GenericInputHandler>(); ResultsScreen.SetPlayers(genericPlayers); ScoreStoreHandler.StoreResults(Scene.XTinguish, genericPlayers); yield return(new WaitForSeconds(4 + genericPlayers.Length)); // fade out Fader.StartFade(0, 1, ReturnToCentral_); } }