public void OnChangeWave(EventManager EM, CustomArg e) { if (e.GetNumber() % 5 == 0 && count < 3) { count++; Spawn(); } }
public void ChangeLevelEvent(int n) { CustomArg _myArg = new CustomArg(n); if (mChangeWaveEvent != null) { mChangeWaveEvent(this, _myArg); } }
/** * On light Touched flips the states of the bulbs given the bulb that has been touched. * Then checks if game has been won. */ private void OnlightTouched(EventManager EM, CustomArg myArg) { int row = myArg.GetRow(); int column = myArg.GetColumn(); //flip the state of the bulb and the bulbs around it m_GameState.bulbIsOn[ row, column] = ! m_GameState.bulbIsOn[ row, column]; if( row > 0) m_GameState.bulbIsOn[ row - 1, column] = ! m_GameState.bulbIsOn[ row - 1, column]; if( row < 4) m_GameState.bulbIsOn[ row + 1, column] = ! m_GameState.bulbIsOn[ row + 1, column]; if( column > 0) m_GameState.bulbIsOn[ row, column - 1] = ! m_GameState.bulbIsOn[ row, column - 1]; if( column < 4) m_GameState.bulbIsOn[ row, column + 1] = ! m_GameState.bulbIsOn[ row, column + 1]; if( m_GameState.gameIsOn == true ) { m_GameState.numOfTouches++; m_EventManager.RiseEventUpdateComponents(); //rise event to update lights and other things CheckforVictory(); } }
/** * Rise Event Light Touched. * @param row and col. */ public void RiseEventLightTouched( int row, int col) { CustomArg _myArg = new CustomArg( row, col); if( m_lightTouchedEvent != null ) m_lightTouchedEvent(this,_myArg); }
public void OnChangeWave(EventManager EM, CustomArg e) { damage += 2 * e.GetNumber(); }
public void OnChangeWave(EventManager EM, CustomArg e) { count++; //Debug.Log(""); }