Inheritance: MonoBehaviour
Esempio n. 1
0
    public MenuCreditState()
    {
        uiObjectsContainer = UIObjectsContainer.getInstance();
        if (uiObjectsContainer == null)
            Debug.LogError("ERROR: uiObjectsContainer is null");

        credits = uiObjectsContainer.go_creditText.GetComponent<Credits>();

        manager = Applicationmanager.GetInstance();
    }
Esempio n. 2
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
     DontDestroyOnLoad(gameObject);
 }
 private void StartState()
 {
     switch (_state)
     {
         case "MainMenu":
             _menu = new MainMenu(this);
             AddChild(_menu);
             break;
         case "HighScores":
             _scores = new HighScores(this);
             AddChild(_scores);
             break;
         case "Credits":
             _credits = new Credits(this);
             AddChild(_credits);
             break;
         case "Level1":
             _level1 = new Level1(this);
             AddChild(_level1);
             break;
         case "Level2":
             _level2 = new Level2(this, 5); //Would have _lives instead of 5 if pickups were implemented
             AddChild(_level2);
             break;
         case "Level3":
             _level3 = new Level3(this, 5); //Idem ditto
             AddChild(_level3);
             break;
         case "WonGame":
             _wonGame = new WonGame(this);
             AddChild(_wonGame);
             break;
         case "Exit":
             Environment.Exit(0);
             break;
         default:
             throw new Exception("You tried to load a non-existant state");
     }
 }
Esempio n. 4
0
	void creditsEnded(Credits c)
	{
		Debug.Log("Credit roll finished!");
	}