private void UpdateGeneric(float p_deltaTime) { UpdateGameTime(p_deltaTime); m_conveyor.CheckSpeedIncrease(GameTime); m_itemGenerator.CheckTierIncrease(GameTime); ChaosManager.MinigameUpdate(p_deltaTime); UpdateFruit(p_deltaTime); }
private void Update_Suspend(float p_deltaTime) { m_suspendTimer += p_deltaTime; if (m_suspendTimer >= 1.5f) { GameState = mg_ss_EGameState.ACTIVE; } ChaosManager.MinigameUpdate_Suspend(p_deltaTime); ItemManager.MinigameUpdate_Suspend(p_deltaTime); }
public void Destroy() { Minigame active = MinigameManager.GetActive(); if (active != null) { MinigameManager.GetActive().StopSFX("mg_ss_sfx_conveyor_loop"); } m_player.Destroy(); ChaosManager.Destroy(); }
public virtual void Initialize(mg_ss_GameScreen p_screen) { m_conveyor.Initialize(p_screen, Minigame.Resources.ConveyorSpeedData); m_player.Initialize(p_screen, this); ItemManager.Initialize(m_conveyor, p_screen, Minigame); m_itemGenerator = p_screen.ItemGenerator; m_itemGenerator.Initialize(this, p_screen); ChaosManager.Initialize(this, p_screen.PlayerObject); m_introTimer = 2f; GameState = mg_ss_EGameState.INTRO; GameTime = 0f; m_gameStarted = false; MinigameManager.GetActive().PlaySFX("mg_ss_sfx_conveyor_loop"); }
void Awake() { Instance = this; }
public void OnGoldenAppleCollision(mg_ss_Item_GoldenAppleObject p_goldenApple) { ChaosManager.OnGoldenAppleCollected(); }