private void HandleClearedArena(object sender, BilliardPlayEventArgs e) { string message = e.Player.Name + " cleared their field! " + e.Player.Name + " wins!"; MessageWall.AddItem(message, messageLifeInSeconds); gameOverState.GameOverReason = e.Player.Name + " won the good old-fashioned way: by pocketing all of their object balls!"; }
private void HandleDeathBallScratch(object sender, BilliardPlayEventArgs e) { string message = e.Player.Name + " scratched on death ball!\n" + e.Player.Name + " auto-loses!"; MessageWall.AddItem(message, messageLifeInSeconds); gameOverState.GameOverReason = e.Player.Name + " scratched while attempting to sink their death ball, which is an auto-lose."; }
private IEnumerator <YieldInstruction> EntranceCoRoutine(GameState previous) { MessageWall.AddItem("Re-break!", restartAfterSeconds); yield return(new WaitForSeconds(restartAfterSeconds)); //Application.LoadLevel(Application.loadedLevel); SceneManager.LoadScene(SceneManager.GetActiveScene().name); }
private void HandleBadBreak(object sender, BilliardPlayEventArgs e) { turnEndState.SetStartingStateForNextRound(badBreakState, NextStatePriority.BadBreak); MessageWall.AddItem("Death ball pocketed on break! Bad break!", messageLifeInSeconds); }
private void HandleEarlyDeathBall(object sender, BilliardPlayEventArgs e) { MessageWall.AddItem(GetEarlyDeathBallMessage(e), messageLifeInSeconds); gameOverState.GameOverReason = GetEarlyDeathBallLongerExplanation(e); }