Esempio n. 1
0
        public override void Leave(FSM fsm, FSMActor owner)
        {
            FSM_GameFlow curFsm = fsm as FSM_GameFlow;

            UIManager.One.CloseUI(UIManager.UIModule.GameFlow_ShowScore);
            curFsm.IsBackMenu = false;
            //changeScene
            SceneManager.LoadScene("MainMenuScene");
        }
Esempio n. 2
0
        public override void Update(FSM fsm, FSMActor owner)
        {
            FSM_GameFlow curFsm = fsm as FSM_GameFlow;

            if (curFsm.IsBackMenu)
            {
                owner.ChangeState((int)GameFlowState_ID.MainMenu);
            }
        }
Esempio n. 3
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        public override void Leave(FSM fsm, FSMActor owner)
        {
            FSM_GameFlow curFsm = fsm as FSM_GameFlow;

            UIManager.One.CloseUI(UIManager.UIModule.GameFlow_GameOver);
            UIManager.One.CloseUI(UIManager.UIModule.GameFlow_GamePlaying);
            curFsm._isGameOver = false;
            //changeScene
            SceneManager.LoadScene("ScoreScene");
        }
Esempio n. 4
0
        public override void Enter(FSM fsm, FSMActor owner)
        {
            Debug.Log(((GameFlowState_ID)GetID()).ToString());
            FSM_GameFlow curFsm = fsm as FSM_GameFlow;

            curFsm.SetDifficulty(-1);

            //Open UI SelectDiff
            UIManager.One.OpenUI(UIManager.UIModule.GameFlow_GamePlaying);
            UIManager.One.GetUIObject(UIManager.UIModule.GameFlow_GamePlaying).gameObject.SetActive(false);
            UIManager.One.OpenUI(UIManager.UIModule.GameFlow_SelectDiff);
        }