void UpdatePlayingState() { if (Input.GetKeyDown("p")) { Debug.Log("PAUSE ! "); GameStateManagert.setGameState(GameStatet.Pause); } if (Input.GetKeyDown("z") || Input.GetKeyDown("w")) { PlayerManagert.UP(); } if (Input.GetKeyDown("q") || Input.GetKeyDown("a")) { PlayerManagert.LEFT(); } if (Input.GetKeyDown("s")) { PlayerManagert.DOWN(); } if (Input.GetKeyDown("d")) { PlayerManagert.RIGHT(); } }
public void GoToLevelScene() { GameStateManagert.setGameState(GameStatet.Playing); a = Application.LoadLevelAsync("LevelScene"); //a.allowSceneActivation = false; timeStartLoading = Time.time; }
void UpdatePauseState() { if (Input.GetKeyDown("p")) { Debug.Log("DÉPAUSE ! "); GameStateManagert.setGameState(GameStatet.Playing); } }
void UpdateMenuState() { if (Input.GetKeyDown(KeyCode.Return)) { GameStateManagert.setGameState(GameStatet.Playing); Application.LoadLevelAsync("LevelScene"); } }
void Awake() { if (m_instance == null) { //If I am the first instance, make me the Singleton m_gameState = GameStatet.Menu; m_instance = this; DontDestroyOnLoad(this.gameObject); } else { //If a Singleton already exists and you find //another reference in scene, destroy it! if (this != m_instance) { Destroy(this.gameObject); } } }
// Update is called once per frame void Update() { switch (GameStateManagert.getGameState()) { case GameStatet.Menu: UpdateMenuState(); break; case GameStatet.Playing: UpdatePlayingState(); break; case GameStatet.Pause: UpdatePauseState(); break; case GameStatet.GameOver: UpdateGameOverState(); break; } }
public void ReturnToLevelScene() { GameStateManagert.setGameState(GameStatet.Playing); Application.LoadLevelAsync("LevelScene"); }
public void ReturnToSceneMenu() { GameStateManagert.setGameState(GameStatet.Menu); Application.LoadLevelAsync("MenuScene"); }
public void GoToGameOverScene() { GameStateManagert.setGameState(GameStatet.GameOver); Application.LoadLevelAsync("GameOverScene"); }