public void TurnEnded() { overviewCam.SetActive(true); if (CheckIfWon()) { return; } deathObject.Play("Death"); gameState = currentState.Picking; Instantiate(powerups[Random.Range(0, powerups.Length)], spawnlocations[Random.Range(0, spawnlocations.Length)]); switch (currentPlayer) { case playerTurn.RedTeam: currentPlayer = playerTurn.BlueTeam; whoseTurnText.text = "Blue Player Turn"; break; case playerTurn.BlueTeam: currentPlayer = playerTurn.RedTeam; whoseTurnText.text = "Red Player Turn"; break; default: break; } }
void UnitSelect() { if (Input.GetMouseButton(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, roofIgnore) && currentPlayer == playerTurn.BlueTeam) { if (hit.collider.tag == "Blue Team") { UnitController ut = hit.collider.GetComponent <UnitController>(); overviewCam.SetActive(false); gameState = currentState.Playing; ut.GainControl(); } } if (Physics.Raycast(ray, out hit, roofIgnore) && currentPlayer == playerTurn.RedTeam) { if (hit.collider.tag == "Red Team") { UnitController ut = hit.collider.GetComponent <UnitController>(); overviewCam.SetActive(false); gameState = currentState.Playing; ut.GainControl(); } } } }
void Attack() { if (currentAtAnTime > 0) { currentAtAnTime -= Time.deltaTime; } else { lastAttackANM = ""; } if (Input.GetButtonDown("Attack") && currentAtAnTime < 0.7f) { if (lastAttackANM == "" || lastAttackANM == attackAnimations[attackAnimations.Length-1]&& currentAtAnTime < myBody.animation[attackAnimations[0]].length * 0.1f) { myBody.animation.Stop(); currentAtAnTime = myBody.animation[attackAnimations[0]].length * 1.25f; lastAttackANM = attackAnimations[0]; myBody.animation.CrossFade(attackAnimations[0]); audio.Play(); } else if ( lastAttackANM == attackAnimations[0] && currentAtAnTime > 0 && currentAtAnTime < myBody.animation[attackAnimations[0]].length * 0.7f) { myBody.animation.Stop(); currentAtAnTime = myBody.animation[attackAnimations[1]].length * 1.25f; lastAttackANM = attackAnimations[1]; myBody.animation.CrossFade(attackAnimations[1]); audio.Play(); } State = currentState.Attack; } }
private void Update() { switch (state) { case currentState.IDLE: // Idle state break; case currentState.GETRESOLUTION: if (retry) { GetResolution(); StartCoroutine(WaitForResponse()); if (resX != 0) { state = currentState.INIT; } if (stop) { state = currentState.IDLE; } } break; case currentState.INIT: if (retry) { startFPV(); StartCoroutine(WaitForResponse()); if (start) { state = currentState.STARTED; } if (stop) { state = currentState.IDLE; } } break; case currentState.STARTED: putTexture(); if (stop) { state = currentState.IDLE; } break; default: Application.Quit(); break; } ; }
// Start is called before the first frame update void Start() { bool begin = true; print("in start"); state = currentState.BUY; // SceneManager.LoadScene(0); }
// Use this for initialization void Start() { listSize = currentNeeds.Count; this.GetComponentInChildren <NeedsUIScript>().addToList(); oldPosition = gameObject.transform.position; //default state state = currentState.none; }
void stopFPV() { if (clientUnity != null && clientUnity.client != null && clientUnity.client.isConnected) { UnityEngine.Debug.Log("Stopped FPV"); clientUnity.client.SendCommand((byte)Modules.FPV_MODULE, (byte)FPVCommandType.FPV_STOP_STREAMING); state = currentState.IDLE; //UnityEngine.Debug.Log("Version Get: " + AtreyuManager.majorV + "." + AtreyuManager.minorV + "." + AtreyuManager.patchV); } }
void States() //checks states { if (actual == currentState.isJumping) { } else if (Mathf.Abs(player.velocity.x) < .1f) { actual = currentState.isStill; } }
void startFPV() { if (clientUnity != null && clientUnity.client != null && clientUnity.client.isConnected) { UnityEngine.Debug.Log("Starting FPV"); clientUnity.client.SendCommand((byte)Modules.FPV_MODULE, (byte)CommandType.START); state = currentState.STARTED; //UnityEngine.Debug.Log("Version Get: " + AtreyuManager.majorV + "." + AtreyuManager.minorV + "." + AtreyuManager.patchV); } }
public void CloseQuitMenu() { quitMenuStuff.SetActive(false); if (homeMenuStuff.activeInHierarchy) { state = currentState.HOMEMENU; } else { state = currentState.NOMENU; } }
public void CountSearchWords( System.ComponentModel.BackgroundWorker worker, System.ComponentModel.DoWorkEventArgs e) { // Initialize the variables. currentState state = new currentState(); string line = ""; int elapsedTime = 20; DateTime lastReportDateTime = DateTime.Now; if (search_String == null || search_String == System.String.Empty) { throw new Exception("Search String not specified."); } FileInfo fi = new FileInfo(source_file); file_size = fi.Length; SearchWord_counter = 0; lines_processed = 0; using (System.IO.StreamReader myStream = new System.IO.StreamReader(source_file)) { // Process lines while there are lines remaining in the file. while (!myStream.EndOfStream) { size = size + System.Text.ASCIIEncoding.ASCII.GetByteCount(line); if (worker.CancellationPending) { e.Cancel = true; break; } else { line = myStream.ReadLine(); //SearchWord_counter += CountInString(line, search_String); lines_processed = lines_processed + 1; if (line.IndexOf(search_String, 0, StringComparison.OrdinalIgnoreCase) >= 0) { state.match = "1"; state.matchedline = line; state.line_index = lines_processed; state.work_done = (size * 100) / file_size; worker.ReportProgress(0, state); } } // Uncomment for testing. System.Threading.Thread.Sleep(5); } myStream.ReadToEnd(); } }
public void ToggleCamera() { //activates and deactivates the camera if (cameraOpen) { if (clientUnity != null && clientUnity.client != null && clientUnity.client.isConnected) { start = false; clientUnity.client.SendCommand((byte)Modules.FPV_MODULE, (byte)FPVCommandType.FPV_STOP_STREAMING); //UnityEngine.Debug.Log("Version Get: " + AtreyuManager.majorV + "." + AtreyuManager.minorV + "." + AtreyuManager.patchV); if (airtBackground != null) { //If there is a background, we hide it and put the fpv texture. Recording is the only one that doesn't have one //airtBackground.sprite = opaqueBackground; airtBackground.gameObject.SetActive(true); } fpvRender.gameObject.SetActive(false); //toggleFPV.interactable = true; //closeFPV.interactable = false; toggleFPV.gameObject.GetComponent <Image>().sprite = openFPVImage; cameraOpen = false; //We are never in mapping anymore here if (GeneralSceneManager.sceneState == GeneralSceneManager.SceneState.Mapping) { GameObject.Find("Scan").GetComponent <Button>().interactable = true; GameObject.Find("Scan").transform.GetChild(0).GetComponent <Text>().color = new Vector4(1, 1, 1, 1); } } } else { stop = false; state = currentState.INIT; if (airtBackground != null) { //airtBackground.sprite = alphaBackground; airtBackground.gameObject.SetActive(false); } fpvRender.gameObject.SetActive(true); //openFPV.interactable = false; //closeFPV.interactable = true; toggleFPV.gameObject.GetComponent <Image>().sprite = closeFPVImage; cameraOpen = true; if (GeneralSceneManager.sceneState == GeneralSceneManager.SceneState.Mapping) { GameObject.Find("Scan").GetComponent <Button>().interactable = false; GameObject.Find("Scan").transform.GetChild(0).GetComponent <Text>().color = new Vector4(1, 1, 1, 0.4f); } } }
//These 2 functions were substituted for the one above public void StartReceiving() { stop = false; state = currentState.INIT; if (airtBackground != null) { //airtBackground.sprite = alphaBackground; airtBackground.gameObject.SetActive(false); } fpvRender.gameObject.SetActive(true); //toggleFPV.interactable = false; //closeFPV.interactable = true; }
V_GameManager gm; // For accessing non-static variables in game manager // Use this for initialization void Start() { // DontDestroyOnLoad(gameObject); //its always here // } //if broken revert to an awake function. MAKE SURE TO CALL!! //public void EnterGame(){ // References: p = FindObjectOfType <V_PlayerHandler>(); gm = FindObjectOfType <V_GameManager> (); // Set the player's starting life and energy: V_PlayerHandler.health = startingHealth; V_PlayerHandler.energy = startingEnergy; V_AI.health = startingHealth; V_AI.energy = startingEnergy; sEnergy = startingEnergy; iEnergy = increasingEnergy; //need to add handlers for multiple new zones battleZone = battleZoneHandler; spellZone = spellZoneHandler; handZone = handZoneHandler; gameArea = gameAreaHandler; graveZone = graveZoneHandler; aiBattleZone = aiBattleZoneHandler; aiSpellZone = aiSpellZoneHandler; aiAvatarZone = aiAvatarHandler; aigraveZone = aigraveZoneHandler; avatarZone = avatarHandler; sdamageEffect = damageEffect; shealEffect = healEffect; if (drawCostText != null) { drawCostText.text = drawCost.ToString(); } // Draw the first hand cards: playerTurn = playerTypes.Player; p.gm = this; CardGameState = currentState.draw; //this is what we need to use to set the health to the size of the deck. we can disable it for now. // V_PlayerHandler.health = p.myDeck.Length; //p.StartDraw ();//we can disable this for now. if we have effects that only trigger in starting hand we can readd. for (int i = 0; i < startinghand; i++) { p.DrawOneCard(); } }
// This is called when a player hits the "End Turn" button: public void ChangeTurn(playerTypes type) { //modify this to create the stages of a turn. this is the recharge step. players can draw up to 2 cards and their energy becomes 5. now its talking about the players turn. we will edit this first. warentered = false; if (type == playerTypes.AI) { CardGameState = currentState.begin; allowIncreasingEnergy = true; playerTurn = playerTypes.Player; gm.endTurnBTN.SetActive(true); gm.DrawBTN.SetActive(true); RefreshField(); //check for begin turn effects here CardGameState = currentState.recharge; if (allowIncreasingEnergy) { V_PlayerHandler.energy = refreshedEnergy; //V_PlayerHandler.AddEnergy (iEnergy); } if (handZone.transform.childCount > 7) { //make players discard down to 7 cards. } V_GameManager.CardGameState = V_GameManager.currentState.draw; ////////////////////////////////////// //now its talking about the AI turn. lets ignore this for now. } else if (type == playerTypes.Player) { CardGameState = currentState.begin; CardGameState = currentState.recharge; if (allowIncreasingEnergy) { V_AI.energy = 5;//EffectAddEnergy (iEnergy); } allowIncreasingEnergy = true; playerTurn = playerTypes.AI; V_GameManager.CardGameState = V_GameManager.currentState.draw; RefreshField(); // GameObject[] obj = GameObject.FindGameObjectsWithTag ("AIOwned"); //foreach (GameObject o in obj) { // o.GetComponent<V_CardActions> ().isUsed = false; //} V_GameManager.CardGameState = V_GameManager.currentState.action; } }
// Use this for initialization void Start() { //set the game manager nodeManager = GameObject.Find("GameManager").GetComponent <NodeManager>(); if (!nodeManager) { Debug.LogError("cannot locate node manager"); } //set the knowledge base knowledgeBase = gameObject.GetComponent <NodeKnowledgeBase>(); if (!knowledgeBase) { Debug.LogError("no knowledge base attached to " + gameObject.name); } listSize = needList.Count; for (int i = 0; i < needList.Count; i++) { if (!needList[i].Init()) { Debug.Log("Error on element : " + i + " On object : " + gameObject.name); } else { Debug.Log(i + " : No errors"); } } //add needs to the UI script (if there is one attached) if (gameObject.GetComponentInChildren <NeedsUIScript>()) { gameObject.GetComponentInChildren <NeedsUIScript>().addToList(); } if (gameObject.GetComponentInChildren <WeightUIScript>()) { gameObject.GetComponentInChildren <WeightUIScript>().addToList(); } oldPosition = gameObject.transform.position; //default state state = currentState.none; }
//! Constructor public Form1() { InitializeComponent(); gmh = new GlobalMouseHandler(); Application.AddMessageFilter(gmh); // Resize the array to its initial size ResizeLetters(13, 15); theLetters.cursorMovesHorizontal = true; myCurrentState = currentState.MODE_BLACKEN_SQUARES; fileName = String.Empty; }
/// <summary> /// /// </summary> public void DriveLeft() { List <byte> bytes = new List <byte>(); foreach (byte b in integerToBytes(_velocity)) { bytes.Add(b); } foreach (byte b in integerToBytes(_radius)) { bytes.Add(b); } _interface.execute(OpCode.Drive, bytes); updateTracker(); _lastUpdate = DateTime.Now; _state = currentState.ArcLeft; }
public void DriveStop() { List <byte> bytes = new List <byte>(); foreach (byte b in integerToBytes(0)) { bytes.Add(b); } foreach (byte b in integerToBytes(0)) { bytes.Add(b); } _interface.execute(OpCode.DriveDirect, bytes); updateTracker(); _lastUpdate = DateTime.Now; _state = currentState.Stop; }
void FillNeedCleanup() { //CLEANUP //Clear the tag of the need needTag = string.Empty; //Clear the target node that was used needNodeObject = null; //reset the init fillNeedStateInit = false; //reset the focus node's drains needList[focusNeed].resetDrain(); //head back to the weight evaluation state = currentState.none; }
public bool CheckIfWon() { if (teamBlue < 1) { whoseTurnText.text = "Team Red WON"; gameState = currentState.Won; return(true); } else if (teamRed < 1) { whoseTurnText.text = "Team Blue WON"; gameState = currentState.Won; return(true); } else { return(false); } }
void calculateDamage(int winner) { //Determine whether the object at index 0 is a player or enemy if (winner == 1) { print("enemy HP: " + enemyHP); enemyHP -= 10; destroyPlayers(); } else { playerHP -= 10; print("Player HP: " + playerHP); destroyEnemy(); } turnOffCombat(); state = currentState.BUY; }
static private int AppInCurrentStateCount(IAppBundleWeb appBundle, currentState state, bool logStates = false) { int count = 0; for (int appIndex = 0; appIndex < appBundle.length; ++appIndex) { var currState = (ICurrentState)appBundle[appIndex].currentState; if (logStates) { ToLog(new[] { ((currentState)currState.stateValue).ToString() }); } if (currState.stateValue == (int)state) { ++count; } } return(count); }
void Click() { if (Input.GetMouseButtonDown(0) && curState != currentState.Controlling) { RaycastHit hit; Debug.Log("click"); curState = currentState.None; curUnit = null; Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Debug.Log(hit.collider.name); curUnit = hit.collider.GetComponent <Unit>(); if (curUnit != null) { target = hit.collider.transform; curState = currentState.Selected; } } } }
void ControlState() { switch (curState) { case currentState.None: yaw = 0; pitch = 0; target = null; TopDownCamera(); Debug.Log(curState); break; case currentState.Selected: ThirdPersonCamera(); if (Input.GetKeyDown(KeyCode.Space) == true) { curState = currentState.Controlling; } Debug.Log(curState); break; case currentState.Controlling: ThirdPersonCamera(); curUnit.Move(mainCamera); timeLeft -= 1.0f * Time.deltaTime; Debug.Log(timeLeft); if (timeLeft < 0) { curState = currentState.None; timeLeft = 10.0f; } break; default: break; } }
void Update() { if (Input.GetKey(KeyCode.A)) //left movement { player.velocity = new Vector2(-speed, player.velocity.y); //vector of movement transform.localScale = new Vector2(-1, 1); //sets sprite direction if (Mathf.Abs(player.velocity.y) < 0.1) //checks for left velocity for run animation { actual = currentState.isRunning; //sets to isrunning } } else if (Input.GetKey(KeyCode.D)) //Right movement { player.velocity = new Vector2(speed, player.velocity.y); //vector of movement transform.localScale = new Vector2(1, 1); //sets sprite direction if (Mathf.Abs(player.velocity.y) < 0.1) //checks for left velocity for run animation { actual = currentState.isRunning; //sets to isrunning } } if (Time.time > nextJump) //jump timer check { if (Input.GetKeyDown(KeyCode.Space)) //jump movement { player.velocity = new Vector2(player.velocity.x, 7f); //vector of movement actual = currentState.isJumping; //sets state to isJumping nextJump = Time.time + jumpCool; //starts cooldown } } if (Input.GetKey(KeyCode.S)) //downward movement { player.velocity = new Vector2(player.velocity.x, -5f); //downwards velocity vector } States(); //runs states function animate.SetInteger("State", (int)actual); //sets animate to the integer of the enum }
IEnumerator checkState() { while (!IsDead) { yield return(new WaitForSeconds(0.2f)); float Dist = Vector3.Distance(Playertransform.position, transform.position); if (Dist <= AttackDist) { curstate = currentState.Attack; Debug.Log("Attack"); } else if (Dist >= AttackDist) { curstate = currentState.Trace; Debug.Log("trace"); //nvagent.Warp(newPos); } else { curstate = currentState.Idle; } } }
public void Attack() { if (curstate == currentState.Attack) { if (attacktimer > attackdelay) { transform.LookAt(Playertransform.position); ani.SetBool("Attack", true); attacktimer = 0f; } else { curstate = currentState.Idle; ani.SetBool("Attack", false); } attacktimer += Time.deltaTime; } else { curstate = currentState.Trace; } }
void GoToMainMenuButton_Click(object sender, RoutedEventArgs e) { stopButton.Click += stopButton_Click; reportStopButton.Click += reportStopButton_Click; logStopButton.Click += logStopButton_Click; if (parent.rulesAnalyzer.interruption) { parent.rulesAnalyzer.makeLog(); } myCanvas.Children.Remove(interruptFeedback); interruptFeedback = null; reportFeedback = null; myState = currentState.play; parent.freeStyleMode_reportStopButton_Click(null, null); }
void CheckCurrentState() { if (!myBody.animation.IsPlaying("Attack1") && !myBody.animation.IsPlaying("Attack2")) { if (MoveDirection.z != 0 && MoveDirection.y == -1) { State = currentState.Moving; } else if (MoveDirection.y > 0) { State = currentState.Jumping; } else if (MoveDirection.y < -1) { if (!Helper.Grounded(gameObject,1, Vector3.zero) && !Helper.Grounded(gameObject,1, new Vector3(0,0,-0.75f)) && !Helper.Grounded(gameObject,1, new Vector3(0,0,0.75f))) { State = currentState.Falling; } else { State = currentState.Landing; } } else if (MoveDirection.z == 0 && MoveDirection.y == -1) { State = currentState.Idle; } } }
public void SetTurning(currentState cs) { m_rigidbody.angularVelocity *= .9f; m_curState = cs; }
public Robot(string comport) { _interface = new RobotInterface(comport); _state = currentState.Stop; _lastUpdate = DateTime.Now; }
public Robot(IRobotInterface rint) { _interface = rint; _state = currentState.Stop; _lastUpdate = DateTime.Now; }
public void loadInterruption(PresentationAction[] x) { myState = currentState.stop; interruptFeedback = new InterruptFeedback(); interruptFeedback.mistakes = x; myCanvas.Children.Add(interruptFeedback); Canvas.SetLeft(interruptFeedback, 20); Canvas.SetTop(interruptFeedback, 20); interruptFeedback.GoBackButton.Click += OrdinaryReturn_Click; interruptFeedback.GoToExercises.Click += GoToExercises_Click; // interruptFeedback.GoToMainMenuButton. //interruptFeedback.GoBackButton.Click += GoBackButton_Click; // interruptFeedback.GoToMainMenuButton.Click += GoToMainMenuButton_Click; stopButton.Click -= stopButton_Click; reportStopButton.Click -= reportStopButton_Click; logStopButton.Click -= logStopButton_Click; }
void countdown_countdownFinished(object sender) { myState = currentState.play; }
private void Update() { switch (state) { case currentState.IDLE: // Idle state break; case currentState.GETRESOLUTION: //No one is getting the reolution right now. It goes from idle to init if (retry) { GetResolution(); StartCoroutine(WaitForResponse()); if (resX != 0) { state = currentState.INIT; } if (stop) { state = currentState.IDLE; } } break; case currentState.INIT: if (retry) { //The fpv is started, and if the drone receives the message, the texture begins to be displayed startFPV(); StartCoroutine(WaitForResponse()); if (start) { state = currentState.STARTED; } if (stop) { state = currentState.IDLE; } } break; case currentState.STARTED: if (FPVPeriod) { FPVPeriod.text = FPVModule.period.ToString(); } putTexture(); if (stop) { state = currentState.IDLE; } break; default: Application.Quit(); break; } ; }
public void loadReport() { myState = currentState.stop; reportFeedback = new ReportFeedback(); myCanvas.Children.Add(reportFeedback); Canvas.SetLeft(reportFeedback, 300); Canvas.SetTop(reportFeedback, 20); reportFeedback.ContinueButton.Click += ContinueButton_Click; reportFeedback.GoToMainMenuButton.Click += GoToMainMenuButton_Click; stopButton.Click -= stopButton_Click; reportStopButton.Click -= reportStopButton_Click; logStopButton.Click -= logStopButton_Click; }
//shows 3 second countdown for pausing void countdownPause_countdownFinished(object sender) { myState = currentState.stop; pauseControl = new PauseControl(); myCanvas.Children.Add(pauseControl); Canvas.SetLeft(pauseControl, 20); Canvas.SetTop(pauseControl, 20); pauseControl.GoBackButton.Click+=GoBackButtonPause_Click; pauseControl.GoMainMenu.Click+=GoMainMenu_Click; }
void GoBackButton_Click(object sender, RoutedEventArgs e) { interruptFeedback.GoBackButton.Click -= GoBackButton_Click; stopButton.Click += stopButton_Click; reportStopButton.Click += reportStopButton_Click; logStopButton.Click += logStopButton_Click; myCanvas.Children.Remove(interruptFeedback); interruptFeedback = null; myState = currentState.play; if (parent.rulesAnalyzer.interruption) { parent.rulesAnalyzer.interrupted = false; //parent.rulesAnalyzer.reset(); parent.rulesAnalyzer.resetForMistake((Mistake)parent.rulesAnalyzer.feedBackList[parent.rulesAnalyzer.feedBackList.Count - 1]); } }
void ContinueButton_Click(object sender, RoutedEventArgs e) { reportFeedback.ContinueButton.Click -= ContinueButton_Click; stopButton.Click += stopButton_Click; reportStopButton.Click += reportStopButton_Click; logStopButton.Click += logStopButton_Click; myCanvas.Children.Remove(reportFeedback); reportFeedback = null; myState = currentState.play; if (parent.rulesAnalyzer.interruption) { parent.rulesAnalyzer.interrupted = false; //parent.rulesAnalyzer.reset(); } }
//! Helper function to set the current state private void setMode(currentState mode) { myCurrentState = mode; }
//initialization after freestylemode window is loaded. public void loaded() { backgroundImg.Width = parent.ActualWidth; backgroundImg.Height = parent.ActualHeight; Canvas.SetLeft(backgroundImg, 0); Canvas.SetTop(backgroundImg, 0); myBody.initialize(parent); myAudio.initialize(parent); mySkeleton.initialize(parent); parent.rulesAnalyzer.hmmmEvent += rulesAnalyzer_hmmmEvent; parent.rulesAnalyzer.tooLoudEvent += rulesAnalyzer_tooLoudEvent; parent.rulesAnalyzer.badPostureEvent += rulesAnalyzer_badPostureEvent; parent.rulesAnalyzer.noMistakeEvent += rulesAnalyzer_noMistakeEvent; parent.rulesAnalyzer.periodicMovementsEvent += rulesAnalyzer_periodicMovementsEvent; parent.rulesAnalyzer.moveMoreEvent += rulesAnalyzer_moveMoreEvent; parent.rulesAnalyzer.feedBackEvent += rulesAnalyzer_feedBackEvent; loadGhosts(); //parent.rulesAnalyzerFIFO.feedBackEvent += rulesAnalyzerFIFO_feedBackEvent; //parent.rulesAnalyzerFIFO.correctionEvent += rulesAnalyzerFIFO_correctionEvent; //parent.rulesAnalyzerFIFO.myInterruptionEvent += rulesAnalyzerFIFO_myInterruptionEvent; parent.rulesAnalyzerImproved.feedBackEvent += rulesAnalyzerImproved_feedBackEvent; parent.rulesAnalyzerImproved.correctionEvent += rulesAnalyzerImproved_correctionEvent; parent.rulesAnalyzerImproved.myInterruptionEvent += rulesAnalyzerImproved_myInterruptionEvent; myState = currentState.stop; coinSound.MediaEnded += coinSound_MediaEnded; countdown.startAnimation(); countdown.countdownFinished += countdown_countdownFinished; countdownPause.countdownFinished += countdownPause_countdownFinished; }