public override void OnStateEnter(StateMachineMB.State from_state) { _calling_state = from_state; Time.timeScale = 0; _ui_panel.SetActive(true); _pause_debounced.reset(); }
public override void OnStateExit(StateMachineMB.State to_state) { //#if !TESTMODE // ( (GameController)Parent ).GameOverCanvas.gameObject.SetActive( false ); //#endif _ui_flash.ResetFlashers(); _ui_game_over_canvas.gameObject.SetActive(false); }
public override void OnStateEnter(StateMachineMB.State from_state) { _death_panel_image.gameObject.SetActive(true); GameController.instance.GameEnv.Lives--; GameController.instance.GameEnv.AdjustScore(GameConstants.SCORE_PLAYERDEATH); GameController.instance.GameEnv.WaveCon.Paused = true; GameController.instance.GameEnv.WaveCon.Reset(); }
/*************************************/ public override void OnStateEnter(StateMachineMB.State from) { if (InTransit) { OwnerMB.StopCoroutine(_fade_out_thread); OwnerMB.StopCoroutine(_fade_in_thread); InTransit = false; } _fade_in_thread = FadeIn_Coroutine(); OwnerMB.StartCoroutine(_fade_in_thread); }
public override void OnStateEnter(StateMachineMB.State from_state) { GameController.instance.GameEnv.PlayerComponent.ChangeState(Player.PlayerState.DISABLED); _ui_game_over_canvas.gameObject.SetActive(true); Text peak_score_value = GameObject.Find("PeakScoreValue").GetComponent <Text>(); peak_score_value.text = ((GameController)Owner).GameEnv.PeakScore.ToString(); _game_over_timeout = Time.time + GAMEOVER_TIMEOUT; _game_over_message_enabled = false; }
public override void OnStateExit(StateMachineMB.State to_state) { GameController.instance.GameEnv.WaveCon.Paused = false; }
public override void OnStateExit(StateMachineMB.State to_state) { Unpause(); }
public override void OnStateExit(StateMachineMB.State to_state) { //throw new NotImplementedException(); }
public override void OnStateEnter(StateMachineMB.State from_state) { base.OnStateEnter(from_state); _pause_debounced.reset(); }
/*************************************/ public override void OnStateExit(StateMachineMB.State to) { _fade_out_thread = FadeOut_Coroutine(); OwnerMB.StartCoroutine(_fade_out_thread); }
public override void OnStateExit(StateMachineMB.State to_state) { GameController.instance.GameEnv.PlayerComponent.ChangeState(Player.PlayerState.RESET); GameController.instance.GameEnv.WaveCon.Paused = false; }
public override void OnStateEnter(StateMachineMB.State from_state) { GameController.instance.ResetGameEnvironment(); }