Esempio n. 1
0
 void Start()
 {
     playerHealth    = GetComponent <PlayerHealth>();
     scoreController = GetComponent <ScoreController>();
     sectionSelector = GetComponent <SectionSelector>();
     timer.Reset();
     currentState = GameState.Generating;
     colorWheel   = GameObject.Find("ColorWheel").GetComponent <ColorWheel>();
     colorWheel.Deactivate();
 }
Esempio n. 2
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            // IF dead or won the game, exit the game
            if (currentState == GameState.Dead || currentState == GameState.Won)
            {
                PauseMenu.GetComponent <PauseMenu>().ExitGame();
                return;
            }

            PauseMenu.SetActive(true);
            if (currentState == GameState.PickingColor)
            {
                colorWheel.Deactivate();
                alreadySetupBeforePicking  = false;
                alreadySetupBeforeColoring = false;
                currentState = GameState.PickingSection;
            }
            gameObject.SetActive(false);
            return;
        }

        // Check for interruption:

        if (InterruptTime > 0)
        {
            InterruptTime -= Time.deltaTime;
            return;
        }

        if (timer.IsCountingDown)
        {
            timer.Update();
        }

        switch (currentState)
        {
        case GameState.Generating:
            Generate();
            break;

        case GameState.PickingMonster:
            PickMonster();
            break;

        case GameState.CreatingScene:
            CreateScene();
            break;

        case GameState.PickingSection:
            if (alreadySetupBeforePicking == false)
            {
                SetStateBeforeSectionPicking();
            }
            UpdateWhenPickingSection();
            break;

        case GameState.PickingColor:
            if (alreadySetupBeforeColoring == false)
            {
                SetStateBeforeColoring();
            }
            UpdateWhenColoring();
            break;

        case GameState.TimeIsUp:
            UpdateWhenTimeIsUp();
            break;

        case GameState.Dead:
            UpdateWhenDead();
            break;

        case GameState.Won:
            PlayerHasWon();
            break;
        }
    }