private void AttachReactionsToEvents() { events.AttachToEvent(GamePhases.GameplayPhase.FadeIn, ReactionFadeIn); events.AttachToEvent(GamePhases.GameplayPhase.PlayerJump, ReactionPlayerJump); events.AttachToEvent(GamePhases.GameplayPhase.PlayerInTruck, ReactionPlayerInTruck); events.AttachToEvent(GamePhases.GameplayPhase.LastItemShot, ReactionLastItemShot); events.AttachToEvent(GamePhases.GameplayPhase.PlayerDie, ReactionPlayerDie); events.AttachToEvent(GamePhases.GameplayPhase.GameOver, ReactionGameOver); events.AttachToEvent(GamePhases.GameplayPhase.Summary, DisposeCatastrophyObjects); events.AttachToEvent(GamePhases.GameplayPhase.StartNewGame, PhaseStartNewGame); events.AttachToEvent(GamePhases.GameplayPhase.FloorEvacuationEnd, ReactionEvacuationEnd); }
public void Setup() { aus = GetComponent <AudioSource>(); m_rigidBody = GetComponent <Rigidbody2D>(); m_collider = GetComponent <BoxCollider2D>(); m_animator = GetComponentInChildren <Animator>(); SetRandomColor(); if (m_ui != null) { m_ui.RegisterPlayer(this); } if (m_gameplayEvents != null) { m_gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.Evacuation, OnEvacuation); m_gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.PlayerJump, OnPlayerJump); m_gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.DeEvacuation, OnDeEvacuation); m_gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.LastItemShot, OnLastItemShot); m_gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.PlayerDie, OnPlayerDie); m_gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.FloorEvacuationEnd, OnEvacuationEnd); m_gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.GameOver, OnGameOver); //m_inputBlocked = true; } }
private void Attach() { gameplayEvents = GameplayEvents.GetGameplayEvents(); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.BadEventStart, SetActionMusic); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.BadEventStart, ReactionFadeIn); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.FadeIn, ReactionFadeIn); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.Summary, ShowWinText); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.FloorEvacuationBreakPoint, ReactionBreakPoint); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.FloorEvacuationStart, ReactionStart); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.FloorEvacuationEnd, ReactionEvacuationEnd); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.GameOver, ReactionFadeOut); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.GameOver, ShowGameOverText); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.TruckStart, ReactionTruckStart); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.DeEvacuation, ReactionDeEvacuation); gameplayEvents.AttachToEvent(GamePhases.GameplayPhase.ManyMonthsLater, ReactionFewDaysLater); GameplayManager.GetGameplayManager().PointsCollectedUpdate += UpdatePointsOnItemAdd; }