public override void enterState(GameController gc, GameState previousState = null) { Debug.Log("Entered Gameplay state."); //Setup references to main gameplay objects gpsm = GameObject.Find("GameplaySceneManager").GetComponent <GameplaySceneManager>(); }
public override void enterState(GameplaySceneManager gpsm, InGameState previousState = null) { Debug.Log("Entered (in-game) Play state."); //Should make sure pause menu is hidden on init gpsm.pauseCanvas.SetActive(false); }
void Start() { sceneM = GameplaySceneManager.instance; //Initialize UI_carrotScore.text = "0"; }
//Returning null should indicate that the state change was not allowed/accepted public virtual InGameState changeState(InGameState newState, GameplaySceneManager gpsm) { this.exitState(gpsm); gpsm.currentState = newState; newState.enterState(gpsm, this); return(newState); }
public override void doUpdate(GameplaySceneManager gpsm) { if (gpsm.pauseButtonPressed) { gpsm.pauseButtonPressed = false; changeState(gpsm.inGameState_Pause, gpsm); } }
public override void exitState(GameplaySceneManager gpsm, InGameState nextState = null) { //Unfreeze time to resume gameplay Time.timeScale = 1; //Hide the pause menu gpsm.pauseCanvas.SetActive(false); }
void Start() { transition = GetComponent <PauseMenuCanvasTransition>(); sceneManager = GameplaySceneManager.instance; sfxManager = SfxManager.instance; UnPause(); }
public override void enterState(GameController gc, GameState previousState = null) { Debug.Log("Entered Gameplay state."); gpsm = GameObject.Find("GameplaySceneManager").GetComponent <GameplaySceneManager>(); mainCamera = GameObject.Find("Main Camera").GetComponent <Camera>(); player = GameObject.Find("Player").GetComponent <PlayerController>(); playerFireZoneUI = GameObject.Find("PlayerFireZone"); waveSize = 1; }
public override void enterState(GameplaySceneManager gpsm, InGameState previousState = null) { Debug.Log("Entered (in-game) Pause state."); //Freeze time Time.timeScale = 0; //Activate pause menu canvas gpsm.pauseCanvas.SetActive(true); //For extra safety, should init any flags this state depends on gpsm.quitButtonPressed = false; gpsm.unPauseButtonPressed = false; }
public override void doUpdate(GameplaySceneManager gpsm) { if (gpsm.pauseButtonPressed) { gpsm.pauseButtonPressed = false; changeState(gpsm.inGameState_Pause, gpsm); } gpsm.playerSpeedTelemetry.text = Mathf.Round(gpsm.player.speed).ToString(); gpsm.playerDistanceTelemetry.text = Mathf.Round(gpsm.player.transform.position.z).ToString(); if (Input.GetKeyDown("space")) { gpsm.player.Thrust(); } if (Input.GetKeyDown("'")) { gpsm.player.Damage(1000, 1f); } }
public virtual void exitState(GameplaySceneManager gpsm, InGameState nextState = null) { }
public virtual void doFixedUpdate(GameplaySceneManager gpsm) { }
//Also acts as init method public virtual void enterState(GameplaySceneManager gpsm, InGameState previousState = null) { }
void Awake() { //Super lazy singleton instance = this; }
void Awake() { instance = this; coinsInScene = GameObject.FindObjectsOfType <Coin>().Length; }