private void OnGameStateChange(GameStateChangedSignal signal) { if (signal.gameState == GameState.DialogState) { _dialogueGO.SetActive(true); if (signal.npcId == 1) { _dialog.text = @"Middle son: Hey, pup! Give me a health potion, quickly! Don’t you see, I’m bleeding! YOU: So, maybe you should give me the family shield, if you’re wounded. Middle son: You kidding? You can’t even use it properly.Give me the potion, I tell you!"; } else if (signal.npcId == 2) { _dialog.text = @"Elder brother: Brother! What are you doing here? It’s dangerous!I am wounded. But it’s nothing. I’ll have some rest and will go further. YOU: I’d better go further, but I need our family armor you wear. Elder brother What? No, I can’t give it.I can’t surrender. I am the heir of our house and it is me who will follow the queen’s order."; } else if (signal.npcId == 3) { _dialog.text = @"Father: You wasted so long time coming here. It’s not so hard when I’ve already cleared all the way. I need help, son.A health potion. YOU: Father, the cursed roots have almost embraced you completely. You can’t go further.Give me our glorified family sword and let me get the flower. I’ll come back for you. Father: I can’t give you the relic of my house.Even if you were ready... You’re adopted. Give me the potion and go home.I’ll complete the quest. That’s my will."; } } }
private void OnGameSateChange(GameStateChangedSignal gameStateChangedSignal) { if (gameStateChangedSignal.GameState != GameState.LEVEL) { ResetEnemies(); } }
public void CheckGameState(GameStateChangedSignal signal) { if (signal.state != GameState.InGame) { return; } }
private void Construct(GameStateChangedSignal gameStateChangedSignal, StartGameSignal startGameSignal, ReturnToMenuSignal returnToMenuSignal) { _gameStateChangedSignal = gameStateChangedSignal; _startGameSignal = startGameSignal; _returnToMenuSignal = returnToMenuSignal; }
public void OnGameStateChanged(GameStateChangedSignal signal) { Debug.Log("OnGameStateChanged"); switch (signal.NewState) { case GameStateEnum.Startup: { PressButtonTitle.gameObject.SetActive(true); YouLoseText.gameObject.SetActive(false); break; } case GameStateEnum.Playing: { PressButtonTitle.gameObject.SetActive(false); YouLoseText.gameObject.SetActive(false); break; } case GameStateEnum.GameOver: { PressButtonTitle.gameObject.SetActive(true); YouLoseText.gameObject.SetActive(true); break; } } }
private void OnGameStateChange(GameStateChangedSignal signal) { if (signal.gameState == GameState.GameOverState) { _gameOverGO.SetActive(true); } }
public void CheckGameState(GameStateChangedSignal signal) // maybe I wont need this { if (signal.state == GameState.InLobby) { return; } }
private void Start() { _gameStateChangedSignal += OnGameStateChanged; _scoreSignal += ScoreUpdate; _text = GetComponent <TextMeshProUGUI>(); _text.enabled = false; }
private void OnGameStateChange(GameStateChangedSignal signal) { _gameState = signal.gameState; if (_gameState == GameState.GameOverState) { Time.timeScale = 0; } }
public void CheckGameState(GameStateChangedSignal signal) { if (signal.state == GameState.InLobby) { return; } if (signal.state == GameState.InGame) { gameObject.SetActive(false); } }
private void OnGameStateChanged(GameStateChangedSignal stateChange) { switch (stateChange.NewState) { case GameState.None: break; case GameState.Menu: if (stateChange.LastState == GameState.GamePlay || stateChange.LastState == GameState.EndGame || stateChange.LastState == GameState.Pause) _networkConnector.Disconnect(); break; } }
private void OnGameStateChanged(GameStateChangedSignal stateChange) { switch (stateChange.LastState) { case GameState.SelectCar: case GameState.SelectLevel: case GameState.SelectType: case GameState.EndGame: case GameState.Pause: SceneManager.UnloadSceneAsync(stateChange.LastState.ToString()); break; case GameState.Menu: case GameState.GamePlay: if (stateChange.NewState == GameState.Loading || stateChange.NewState == GameState.EndGame) { SceneManager.UnloadSceneAsync(stateChange.LastState.ToString()); } break; } switch (stateChange.NewState) { case GameState.None: break; case GameState.Menu: if (stateChange.LastState == GameState.GamePlay || stateChange.LastState == GameState.EndGame || stateChange.LastState == GameState.Pause) { _sceneLoader.LoadScene(stateChange.NewState.ToString()); } break; case GameState.SelectCar: case GameState.SelectLevel: case GameState.SelectType: case GameState.EndGame: case GameState.Pause: case GameState.Loading: _sceneLoader.LoadScene(stateChange.NewState.ToString(), LoadSceneMode.Additive); break; case GameState.GamePlay: if (stateChange.LastState != GameState.Pause) { _sceneLoader.LoadScene(stateChange.NewState.ToString(), LoadSceneMode.Additive); } break; default: throw new ArgumentOutOfRangeException(); } }
private void Awake() { _gameStateChangedSignal += OnGameStateChanged; _enemyShips = new List <EnemyShipPresenter>(); foreach (var enemyWave in _enemyWaves) { foreach (var enemyShip in enemyWave.GetComponentsInChildren <EnemyShipPresenter>()) { _enemyShips.Add(enemyShip); } } DisableWaves(); }
private void OnGameSateChange(GameStateChangedSignal gameStateChangedSignal) { if (gameStateChangedSignal.GameState != GameState.LEVEL) { if (playerView != null) { Destroy(playerView.gameObject); } } else { ResetPlayer(); } }
public GameController( GameStateChangedSignal gameStateChangedSignal, StateFactory stateFactory, GiveScorepointsSignal giveScorepointsSignal, GameEndedSignal gameEndedSignal, ScoreTextController scoreText, EndGameTextController endGameText, ScoreboardDataController scoreboardDataController) { _gameStateChangedSignal = gameStateChangedSignal; _stateFactory = stateFactory; _endGameText = endGameText; _scoreText = scoreText; _scoreboardDataController = scoreboardDataController; giveScorepointsSignal += OnGainedScorepoints; gameEndedSignal += OnGameEnded; }
public void OnGameStateChangedSignal(GameStateChangedSignal signal) { switch (signal.NewState) { case GameStateEnum.Startup: case GameStateEnum.GameOver: { _player = null; allowMovement = false; break; } case GameStateEnum.Playing: { _player = _pool.Player; allowMovement = true; break; } } }
public void Dispose() { _gameStateChangedSignal -= OnGameStateChanged; _scoreSignal -= OnScoreChanged; }
private void OnDestroy() { _gameStateChangedSignal -= OnGameStateChanged; _scoreSignal -= ScoreUpdate; }
public void Construct(GameStateChangedSignal gameStateChangedSignal, StartGameSignal startGameSignal) { _gameStateChangedSignal = gameStateChangedSignal; _startGameSignal = startGameSignal; }
public void Construct(GameStateChangedSignal gameStateChangedSignal, ScoreSignal scoreSignal) { _gameStateChangedSignal = gameStateChangedSignal; _scoreSignal = scoreSignal; }
private void OnGameStateChanged(GameStateChangedSignal signal) { _gameState = signal.gameState; }
private void Start() { _playableDirector = GetComponent <PlayableDirector>(); _gameStateChangedSignal += OnGameStateChanged; }
private void Construct(GameStateChangedSignal gameStateChangedSignal) { _gameStateChangedSignal = gameStateChangedSignal; }
public void Construct(GameStateChangedSignal gameStateChangedSignal, ShipExplosion.Pool shipExplosionPool) { _gameStateChangedSignal = gameStateChangedSignal; _shipExplosionPool = shipExplosionPool; }
public void Initialize() { DOTween.Init(); _gameStateChangedSignal += OnGameStateChanged; _scoreSignal += OnScoreChanged; }
private void Start() { _gameStateChangedSignal += OnGameStateChanged; _startGamePosition = transform.localPosition; gameObject.SetActive(false); }
private void OnGameStateChanged(GameStateChangedSignal gameStateChangedSignal) { restartButton.gameObject.SetActive(gameStateChangedSignal.GameState != GameState.LEVEL); gameOverText.gameObject.SetActive(gameStateChangedSignal.GameState == GameState.GAME_OVER); }
private void OnDestroy() { _gameStateChangedSignal -= OnGameStateChanged; }
private void Awake() { _firstScreen.gameObject.SetActive(true); _activeScreen = _firstScreen; _gameStateChangedSignal += OnGameStateChanged; }
public void Construct(GameStateChangedSignal gameStateChangedSignal) { _gameStateChangedSignal = gameStateChangedSignal; }