Esempio n. 1
0
        public void Switch()
        {
            if (!Allowed)
            {
                return;
            }

            if (!Enable)
            {
                _MainCamera.fieldOfView = EnableFOV;
                PostProcessingController.Instance.AimScope.Enable = true;
                UiSys.CloseUi(AIM_POINT_UI_NAME);
                _PlayerSensitive.AddBuff(_AimScopeSensitiveScale, Operator.Mul, 0);
                PostProcessingController.Instance.DepthOfField.Enable = true;
            }
            else
            {
                _MainCamera.fieldOfView = _BaseFOV;
                PostProcessingController.Instance.AimScope.Enable = false;
                UiSys.OpenUi(AIM_POINT_UI_NAME);
                _PlayerSensitive.RemoveBuff(_AimScopeSensitiveScale);
                PostProcessingController.Instance.DepthOfField.Enable = false;
            }

            Enable = !Enable;
        }
Esempio n. 2
0
        private void GameEnd(bool completely)
        {
            PublicEvents.GameEnd?.Invoke(GameType.FlyingSaucer, true);
            var endMsg = $"Game over, you have got {_CurScore} score";

            LogPanel.Ins.LogSystem(endMsg);
            UiSys.CloseUi(ScoreBoard.EntityName);
            TurnCounter.Pause().Recount();
        }
Esempio n. 3
0
 public void InputEndCancel()
 {
     dialogResult = DialogResult.Cancel;
     UiSys.CloseUi(EntityName);
 }
Esempio n. 4
0
 public void InputEndOK()
 {
     dialogResult = DialogResult.Ok;
     UiSys.CloseUi(EntityName);
 }
Esempio n. 5
0
 public void OK()
 {
     DialogResult = DialogResult.Ok;
     UiSys.CloseUi(EntityName);
 }
Esempio n. 6
0
 public void LeaveGameArea(Collider c)
 {
     UiSys.CloseUi(ScoreBoard.EntityName);
 }
Esempio n. 7
0
 public override void Exec()
 {
     UiSys.CloseUi(UiName);
 }
Esempio n. 8
0
 public virtual void Close()
 {
     UiSys.CloseUi(UISys.GetUiName(GetType()));
 }