private void CheckRunState(GameRunState requiredState) { if (this.RunState != requiredState) { throw new InvalidOperationException(); } }
public float backDistance = 0; //huigunjuli public GameRunState(GameManager mgr) { manager = mgr; manager.gesture.transform.gameObject.SetActive(true); //游戏开始后,显示提示 scrollManager = GameObject.FindObjectOfType <ScrollManager> (); Vector3 tempVec = new Vector3(Random.Range(0.1f, 1.2f), -0.3f); //随机生成障碍物的位置 manager.obstacleList [0].SetActive(true); //将当前场景中的第一个障碍物激活 manager.obstacleList [0].transform.position = tempVec; _player = GameObject.Instantiate(manager.playerPrefab, new Vector3(0, -3.6f), Quaternion.identity) as GameObject; #region /*if(player != null) * { * Debug.Log("player instatiate successful!!"); * } * else * { * Debug.Log("player instatiate faild!"); * }*/ #endregion manager.player = _player; playerManager = _player.GetComponent <PlayerManager> (); //playerManager=manager.player.GetComponent<PlayerManager>(); layerInt = LayerMask.GetMask("TriggerPad"); //TriggerPad层的ID instance = this; manager.scoreManager.Score = 0; Debug.Log("layer int:" + layerInt); Debug.Log("开始game run state状态"); }
public void Stop() { this.CheckRunState(GameRunState.Stopping); foreach (var service in this.services) { service.Stop(); } this.RunState = GameRunState.Stopped; }
public void Start() { this.CheckRunState(GameRunState.Initialised); foreach (var service in this.services) { service.Start(); } this.RunState = GameRunState.Running; }
public void Initialise() { this.CheckRunState(GameRunState.PreInitialise); foreach (var service in this.services) { service.Initialise(this); } this.RunState = GameRunState.Initialised; }
public void SignalStop() { this.CheckRunState(GameRunState.Running); this.RunState = GameRunState.Stopping; }
public void EndGame() { runState = GameRunState.Over; EventManager.instance.OnGameOver?.Invoke(); }
public void RestartGame(bool isBotMode) { runState = GameRunState.Running; EventManager.instance.OnGameStart?.Invoke(isBotMode); }