private void Awake() { State = eStateGame.SETUP; m_gameSettings = Resources.Load <GameSettings>(Constants.GAME_SETTINGS_PATH); m_uiMenu = FindObjectOfType <UIMainManager>(); m_uiMenu.Setup(this); }
internal void SetState(eStateGame state) { State = state; if (State == eStateGame.PAUSE) { DOTween.PauseAll(); } else { DOTween.PlayAll(); } }
private IEnumerator WaitBoardController() { while (m_boardController.IsBusy) { yield return(new WaitForEndOfFrame()); } yield return(new WaitForSeconds(1f)); State = eStateGame.GAME_OVER; if (m_levelCondition != null) { m_levelCondition.ConditionCompleteEvent -= GameOver; Destroy(m_levelCondition); m_levelCondition = null; } }
public void LoadLevel(eLevelMode mode) { m_boardController = new GameObject("BoardController").AddComponent <BoardController>(); m_boardController.StartGame(this, m_gameSettings); if (mode == eLevelMode.MOVES) { m_levelCondition = this.gameObject.AddComponent <LevelMoves>(); m_levelCondition.Setup(m_gameSettings.LevelMoves, m_uiMenu.GetLevelConditionView(), m_boardController); } else if (mode == eLevelMode.TIMER) { m_levelCondition = this.gameObject.AddComponent <LevelTime>(); m_levelCondition.Setup(m_gameSettings.LevelMoves, m_uiMenu.GetLevelConditionView(), this); } m_levelCondition.ConditionCompleteEvent += GameOver; State = eStateGame.GAME_STARTED; }
void Start() { State = eStateGame.MAIN_MENU; }