Esempio n. 1
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        public IEnumerator RoundComplete(Mission m, RoundResultInfo result)
        {
            var key = eventManager.OnRoundEndInvoke(result);

            while (EventMonitor.IsRunning(key))
            {
                yield return(null);
            }
            yield return(null);
        }
Esempio n. 2
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        public IEnumerator TimerUpdate(TimeUpdateInfo t)
        {
            var key = eventManager.OnTimerUpdateInvoke(t);

            while (EventMonitor.IsRunning(key))
            {
                yield return(null);
            }
            yield return(null);
        }
Esempio n. 3
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        public IEnumerator RoundStart(GameProgression.GameRound round)
        {
            var key = eventManager.OnRoundStartInvoke(round);

            while (EventMonitor.IsRunning(key))
            {
                yield return(null);
            }
            yield return(null);
        }
Esempio n. 4
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        public IEnumerator StageStart()
        {
            var key = eventManager.OnStageStartInvoke();

            while (EventMonitor.IsRunning(key))
            {
                yield return(null);
            }
            yield return(null);
        }
Esempio n. 5
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        public IEnumerator MissionChosen(Mission m)
        {
            var key = eventManager.OnMissionChosenInvoke(m);

            while (EventMonitor.IsRunning(key))
            {
                yield return(null);
            }
            yield return(null);
        }
Esempio n. 6
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        public IEnumerator StageComplete(Mission m, RoundResultInfo result)
        {
            var key = eventManager.OnStageEndInvoke(m);

            while (EventMonitor.IsRunning(key))
            {
                yield return(null);
            }
            yield return(StartCoroutine(RunMissionComplete(key, m)));

            yield return(null);
        }
Esempio n. 7
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        public IEnumerator StageClicked(GameStage stage)
        {
            var key = eventManager.OnStageClickedInvoke(stage);

            while (EventMonitor.IsRunning(key))
            {
                yield return(null);
            }
            GenerateMissions(PlayerData, stage);
            yield return(new WaitForSeconds(2f)); // this is a crap way to re-show the buttons, but for now, so be it

            ProgressPanel.OnShowStages.Invoke();
            yield return(null);
        }