Esempio n. 1
0
    private void OnExitState(GameStatus state)
    {
        switch (state)
        {
        case GameStatus.PAUSED:
            onUpdate -= UpdateGenericMenu;

            Time.timeScale = 1f;
            _pauseUI.SetActive(false);
            break;

        case GameStatus.RUNNING:
            onUpdate -= UpdateRunning;
            break;

        case GameStatus.CAMERA_SEQUENCE:
            onUpdate -= UpdateRunning;
            SetTimeScale(1f);
            break;

        case GameStatus.MIMIC:
            _mimic.gameObject.SetActive(false);
            _mimic.enabled = false;
            break;

        case GameStatus.INVENTORY_SELECTION:
            onUpdate -= UpdateGenericMenu;

            Time.timeScale = 1f;
            _inventoryUI.SetActive(false);
            break;
        }
    }
Esempio n. 2
0
 private void OnExitState(GameStatus state)
 {
     switch (state)
     {
     case GameStatus.RUNNING:
     case GameStatus.CAMERA_SEQUENCE:
         onUpdate -= UpdateRunning;
         break;
     }
 }
Esempio n. 3
0
    private void Start()
    {
        _events.onEnterState   += OnEnterState;
        _events.onExitState    += OnExitState;
        _events.onPlayerPushed += OnPlayerPushed;

        _mimic.gameObject.SetActive(false);
        _mimic.enabled = false;

        onUpdate += FirstFrame;
    }
Esempio n. 4
0
 private void EnableSelection(bool enable)
 {
     if (enable)
     {
         // Start checking for input
         onUpdate += CheckInput;
     }
     else
     {
         // Start checking for input
         onUpdate -= CheckInput;
     }
 }
Esempio n. 5
0
    private void OnEnterState(GameStatus state)
    {
        switch (state)
        {
        case GameStatus.PAUSED:
            onUpdate += UpdateGenericMenu;

            _pauseSound.SetActive(true);
            _pauseSound.SetActive(false);

            Time.timeScale = 0f;
            _pauseUI.SetActive(true);

            Cursor.visible = true;
            break;

        case GameStatus.RUNNING:
            onUpdate += UpdateRunning;

            Cursor.visible = false;
            break;

        case GameStatus.CAMERA_SEQUENCE:
            onUpdate += UpdateRunning;
            SetTimeScale(_cameraSequenceSlowScale);
            break;

        case GameStatus.MIMIC:
            _mimic.gameObject.SetActive(true);
            _mimic.enabled = true;
            break;

        case GameStatus.INVENTORY_SELECTION:
            onUpdate += UpdateGenericMenu;

            _pauseSound.SetActive(true);
            _pauseSound.SetActive(false);

            Time.timeScale = 0f;
            _inventoryUI.SetActive(true);

            Cursor.visible = true;
            break;
        }
    }
Esempio n. 6
0
 private void FirstFrame()
 {
     _events.onEnterState(GameStatus.RUNNING);
     onUpdate -= FirstFrame;
 }