public void ChangeStategames(GameSate newState) { //Do things for exiting states switch (m_currentState) { case GameSate.GameOver: break; case GameSate.Paused: m_pauseMenu.SetActive(false); break; case GameSate.Gameplay: break; } m_currentState = newState; //Do things for entering states switch (m_currentState) { case GameSate.GameOver: m_gameplayUI.SetActive(false); break; case GameSate.Paused: m_pauseMenu.SetActive(true); break; case GameSate.Gameplay: m_gameplayUI.SetActive(true); break; } }
private void UnpauseGame() { if (state == GameSate.Paused) { state = GameSate.Playing; Time.timeScale = 1; } }
// Update is called once per frame void Update() { if (gameState == GameSate.Idle && Input.GetMouseButtonDown(0)) { Debug.Log("ta bien"); gameState = GameSate.Playing; SceneManager.LoadScene("Instructions", LoadSceneMode.Single); } }
// Update is called once per frame void Update() { if (gameState == GameSate.Idle && (Input.GetKey(KeyCode.Space))) { Debug.Log("ta bien"); gameState = GameSate.Playing; SceneManager.LoadScene("SampleScene", LoadSceneMode.Single); } }
// Update is called once per frame void Update() { if (gameState == GameSate.Idle && (Input.GetKey(KeyCode.Escape))) { Debug.Log("ta bien"); gameState = GameSate.Playing; SceneManager.LoadScene("MenuInitial", LoadSceneMode.Single); } }
private void MainMenu() { currentGameState = GameSate.MainMenu; do { Console.Clear(); Console.WriteLine("Welcome to Durak game!\n"); Console.WriteLine("1. Start new game (start)"); Console.WriteLine("2. Save game (save)"); Console.WriteLine("3. Load game (load)"); Console.WriteLine("4. Options (options)"); Console.WriteLine("5. Quit (quit)"); Console.WriteLine("Choose variant: "); userInput = Console.ReadLine().ToLower(); switch (userInput) { case "start": isGameStarted = true; Console.WriteLine("Starting game"); PlayGame(); break; case "save": Console.WriteLine("Not implemented!"); break; case "load": Console.WriteLine("Not implemented!"); break; case "options": Console.WriteLine("Not implemented!"); break; case "quit": isGameQuit = true; Console.WriteLine("Quit!"); QuitGame(); break; default: Console.WriteLine("Incorrect choice!"); break; } Console.ReadKey(false); if (isGameStarted || isGameQuit) { isOutOfMainMenu = true; } } while (!isOutOfMainMenu); Console.WriteLine("Out of Main Menu!"); }
public void SpawnPlayer() { PlayerController player = FindObjectOfType<PlayerController>(); player.transform.position = StartSpawnPoint.transform.position; plMotor.Stop(); state = GameSate.Playing; }
private void PauseGame() { if (state == GameSate.Paused) return; if (canBePaused) { state = GameSate.Paused; Time.timeScale = 0.1f; } }
// Start is called before the first frame update void Start() { GAME_STATE = GameObject.Find("GameState").GetComponent <GameSate>(); networkController = GameObject.Find("SocketIO").GetComponent <Network>(); networkController.onPlayerInput += OnPlayerInput; networkController.GameReady(); PlayersGameObjects = new Dictionary <string, GameObject>(); InstantiatePlayer(); }
// Start is called before the first frame update void Start() { GAME_STATE = GameObject.Find("GameState").GetComponent <GameSate>(); networkController = GameObject.Find("SocketIO").GetComponent <Network>(); networkController.CreateRoom(); networkController.onRoomCreated += SetRoomCode; networkController.onPlayerEnter += OnPlayerEnter; networkController.onPlayerReady += OnPlayerReady; }
private void GameOver() { currentGameState = GameSate.GameOver; }
public void CheckWinConditions() { bool AllConditionsFulfiled = false; if (state == GameSate.Paused) return; // Here will be added new win conditions. AllConditionsFulfiled = FinishArea.IsFinished; if (AllConditionsFulfiled) state = GameSate.Win; else state = GameSate.Playing; }
private void PauseGame() { currentGameState = GameSate.Paused; }
void Start() { Application.targetFrameRate = gameSettings.TargerFPS; currentGameState = GameSate.INTRO; StartCoroutine(PlayState("Intro")); }
private void Play() { while (true) { switch (currentGameState) { case GameSate.PreLoad: currentGameState = GameSate.MainMenu; break; case GameSate.MainMenu: MainMenu(); break; case GameSate.Playing: PlayGame(); break; case GameSate.Paused: PauseGame(); break; case GameSate.GameOver: GameOver(); break; case GameSate.Quit: QuitGame(); break; default: break; } } }
private void PlayGame() { currentGameState = GameSate.Playing; _deck.ShowCards(); // }
private void QuitGame() { currentGameState = GameSate.Quit; }