public override void OnStateEnter(StateMachineMB.State from_state)
 {
     _calling_state = from_state;
     Time.timeScale = 0;
     _ui_panel.SetActive(true);
     _pause_debounced.reset();
 }
        public override void OnStateExit(StateMachineMB.State to_state)
        {
            //#if !TESTMODE
            //        ( (GameController)Parent ).GameOverCanvas.gameObject.SetActive( false );
            //#endif

            _ui_flash.ResetFlashers();
            _ui_game_over_canvas.gameObject.SetActive(false);
        }
Esempio n. 3
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        public override void OnStateEnter(StateMachineMB.State from_state)
        {
            _death_panel_image.gameObject.SetActive(true);

            GameController.instance.GameEnv.Lives--;

            GameController.instance.GameEnv.AdjustScore(GameConstants.SCORE_PLAYERDEATH);

            GameController.instance.GameEnv.WaveCon.Paused = true;
            GameController.instance.GameEnv.WaveCon.Reset();
        }
Esempio n. 4
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 /*************************************/
 public override void OnStateEnter(StateMachineMB.State from)
 {
     if (InTransit)
     {
         OwnerMB.StopCoroutine(_fade_out_thread);
         OwnerMB.StopCoroutine(_fade_in_thread);
         InTransit = false;
     }
     _fade_in_thread = FadeIn_Coroutine();
     OwnerMB.StartCoroutine(_fade_in_thread);
 }
        public override void OnStateEnter(StateMachineMB.State from_state)
        {
            GameController.instance.GameEnv.PlayerComponent.ChangeState(Player.PlayerState.DISABLED);

            _ui_game_over_canvas.gameObject.SetActive(true);
            Text peak_score_value = GameObject.Find("PeakScoreValue").GetComponent <Text>();

            peak_score_value.text      = ((GameController)Owner).GameEnv.PeakScore.ToString();
            _game_over_timeout         = Time.time + GAMEOVER_TIMEOUT;
            _game_over_message_enabled = false;
        }
Esempio n. 6
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 public override void OnStateExit(StateMachineMB.State to_state)
 {
     GameController.instance.GameEnv.WaveCon.Paused = false;
 }
 public override void OnStateExit(StateMachineMB.State to_state)
 {
     Unpause();
 }
Esempio n. 8
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 public override void OnStateExit(StateMachineMB.State to_state)
 {
     //throw new NotImplementedException();
 }
Esempio n. 9
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 public override void OnStateEnter(StateMachineMB.State from_state)
 {
     base.OnStateEnter(from_state);
     _pause_debounced.reset();
 }
Esempio n. 10
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 /*************************************/
 public override void OnStateExit(StateMachineMB.State to)
 {
     _fade_out_thread = FadeOut_Coroutine();
     OwnerMB.StartCoroutine(_fade_out_thread);
 }
 public override void OnStateExit(StateMachineMB.State to_state)
 {
     GameController.instance.GameEnv.PlayerComponent.ChangeState(Player.PlayerState.RESET);
     GameController.instance.GameEnv.WaveCon.Paused = false;
 }
 public override void OnStateEnter(StateMachineMB.State from_state)
 {
     GameController.instance.ResetGameEnvironment();
 }