private void HandleGameStateUpdatedEvent(object invoker, System.EventArgs e) { GameStateUpdatedEventArgs args = (GameStateUpdatedEventArgs)e; // If state changed to pause, open pause canvas if (args.NewState == GameManager.GameState.PAUSED) { _pauseMenu.gameObject.SetActive(true); Debug.Log("UIManager.HandleGameStateUpdatedEvent: Opening pause canvas."); } // If state changed from pause, close pause canvas else if (args.PrevState == GameManager.GameState.PAUSED) { _pauseMenu.gameObject.SetActive(false); Debug.Log("UIManager.HandleGameStateUpdatedEvent: Closing pause canvas."); } // If state changed to pregame, open main menu canvas else if (args.NewState == GameManager.GameState.PREGAME) { _mainMenu.gameObject.SetActive(true); } else if (args.NewState == GameManager.GameState.RUNNING) { _hud.gameObject.SetActive(true); _loadingScreen.gameObject.SetActive(false); } else if (args.NewState == GameManager.GameState.LOADING) { _loadingScreen.gameObject.SetActive(true); } }
private void HandleGameStateUpdatedEvent(object invoker, System.EventArgs e) { GameStateUpdatedEventArgs args = (GameStateUpdatedEventArgs)e; if (args.NewState == GameManager.GameState.PAUSED) { // TODO update audio when game paused } }
private void HandleGameStateUpdatedEvent(object invoker, System.EventArgs e) { GameStateUpdatedEventArgs args = (GameStateUpdatedEventArgs)e; // If leaving pregame to running, fade out if (args.PrevState == GameManager.GameState.PREGAME && args.NewState == GameManager.GameState.RUNNING) { FadeOut(); Debug.Log("MainMenu.HandleGameStateUpdatedEvent: Fading out."); } }
private void HandleGameStateUpdatedEvent(object invoker, System.EventArgs e) { GameStateUpdatedEventArgs args = (GameStateUpdatedEventArgs)e; if (args.PrevState == GameManager.GameState.PAUSED || args.PrevState == GameManager.GameState.DIALOGUE) { UndoLeaderControlChange(); Debug.Log("PlayerManager.HandleGameStateUpdatedEvent: Reverting pause leader control change."); } else if (args.NewState == GameManager.GameState.PAUSED || args.NewState == GameManager.GameState.DIALOGUE) { LeaderControlChange(args.Initiator, ActionMapName.UI); Debug.Log("PlayerManager.HandleGameStateUpdatedEvent: Performing UI leader control change."); } }
private void HandleGameStateUpdatedEvent(object invoker, System.EventArgs e) { GameStateUpdatedEventArgs args = (GameStateUpdatedEventArgs)e; if (args.PrevState == GameManager.GameState.DIALOGUE) { Debug.Log("LARSGameSession.HandleGameStateUpdatedEvent: Making players vulnerable."); MakePlayersVulnerable(); } else if (args.NewState == GameManager.GameState.DIALOGUE) { Debug.Log("LARSGameSession.HandleGameStateUpdatedEvent: Making players invulnerable."); MakePlayersInvulnerable(); } }