Inheritance: MonoBehaviour
Esempio n. 1
0
 private void UpdateGeneric(float p_deltaTime)
 {
     UpdateGameTime(p_deltaTime);
     m_conveyor.CheckSpeedIncrease(GameTime);
     m_itemGenerator.CheckTierIncrease(GameTime);
     ChaosManager.MinigameUpdate(p_deltaTime);
     UpdateFruit(p_deltaTime);
 }
Esempio n. 2
0
 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);
 }
Esempio n. 3
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        public void Destroy()
        {
            Minigame active = MinigameManager.GetActive();

            if (active != null)
            {
                MinigameManager.GetActive().StopSFX("mg_ss_sfx_conveyor_loop");
            }
            m_player.Destroy();
            ChaosManager.Destroy();
        }
Esempio n. 4
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 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;
 }
Esempio n. 6
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 public void OnGoldenAppleCollision(mg_ss_Item_GoldenAppleObject p_goldenApple)
 {
     ChaosManager.OnGoldenAppleCollected();
 }