コード例 #1
0
 public ProjectileController(Vector2 direction, float speed, GameplayState gs, int dmg)
 {
     _velocity = direction;
     _velocity.Normalize();
     _velocity *= speed;
     _gs        = gs;
 }
コード例 #2
0
        /// <summary>
        /// Coroutine to replace the standard GameplayState start round coroutine.
        /// </summary>
        private IEnumerator StartGameplay()
        {
            GameplayState gameplayState = SceneManager.Instance.GameplayState;

            gameplayState.StopAllCoroutines();

            yield return(new WaitForSeconds(2.0f));

            gameplayState.Room.ActivateCeilingLights();
            GameplayState.OnLightsOnEvent?.Invoke();

            if ((KTInputManager.Instance.GetCurrentSelectable() == null || KTInputManager.Instance.GetCurrentSelectable().Parent == KTInputManager.Instance.RootSelectable) && !KTInputManager.Instance.IsMotionControlMode())
            {
                KTInputManager.Instance.SelectRootDefault();
            }

            if (KTInputManager.Instance.IsMotionControlMode())
            {
                KTInputManager.Instance.SelectableManager.EnableMotionControls();
            }

            yield return(new WaitForSeconds(1.0f));

            GetNextBomb();

            PropertyInfo roundStartedProperty = typeof(GameplayState).GetProperty("RoundStarted", BindingFlags.Instance | BindingFlags.Public);

            roundStartedProperty.SetValue(gameplayState, true, null);

            FieldInfo paceMakerField = typeof(GameplayState).GetField("paceMaker", BindingFlags.Instance | BindingFlags.NonPublic);

            ((PaceMaker)paceMakerField.GetValue(gameplayState)).StartRound(gameplayState.Mission);
        }
コード例 #3
0
ファイル: GameplayManager.cs プロジェクト: McBuff/DMV
    public void SetGameplayState(int newState, double stateStartTime)
    {
        GameplayStateType NewState = (GameplayStateType)newState;

        switch (NewState)
        {
        case GameplayStateType.waiting:
            m_CurrentState = new GameplayState_waiting(this, stateStartTime);
            break;

        case GameplayStateType.countdown:
            m_CurrentState = new GameplayState_countdown(this, stateStartTime);
            break;

        case GameplayStateType.battle:
            m_CurrentState = new GameplayState_battle(this, stateStartTime);
            break;

        case GameplayStateType.ending:
            m_CurrentState = new GameplayState_ending(this, stateStartTime);
            break;

        default:
            break;
        }

        m_CurrentState.Init();
    }
コード例 #4
0
 public void GetPauseHit()
 {
     if (mGameplayState != GameplayState.PAUSED)
     {
         mGameplayState = GameplayState.PAUSED;
     }
 }
コード例 #5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="oldState"></param>
        private static void OnStateChanged(GameplayState oldState)
        {
            switch (_state)
            {
            case GameplayState.GameRunning:
                Time.timeScale = 1.0f;
                break;

            case GameplayState.Cutscene:
                Time.timeScale = 0.0f;
                break;

            case GameplayState.GamePaused:
                TweenExtensions.SetCutscenesActive(false);
                AnimatorExtensions.SetCutscenesPlaying(false);
                AudioExtensions.SetGameplayLoopingPlaying(false);
                Time.timeScale = 0.0f;
                break;
            }

            if (oldState == GameplayState.GamePaused && oldState != _state)
            {
                TweenExtensions.SetCutscenesActive(true);
                AnimatorExtensions.SetCutscenesPlaying(true);
                AudioExtensions.SetGameplayLoopingPlaying(true);
            }
        }
コード例 #6
0
ファイル: ResultPanel.cs プロジェクト: metorres89/3d-game
    public void Start()
    {
        if (GameplayState.CurrentState == GameplayState.StateType.GAME_OVER)
        {
            titleLabel.text       = "GAME OVER";
            musicAudioSource.clip = gameOverMusic;
        }
        else
        {
            titleLabel.text       = "VICTORY";
            musicAudioSource.clip = victoryMusic;
        }

        musicAudioSource.Play();

        rescuedHostagesLabel.text = GameplayState.RescuedHostages.ToString();
        killedEnemiesLabel.text   = GameplayState.KilledEnemies.ToString();

        float precisionAsPercent = GameplayState.GetShootPrecision() * 100.0f;

        shootPrecisionLabel.text = precisionAsPercent.ToString("F");
        totalShootsLabel.text    = GameplayState.TotalShoots.ToString();


        mainMenuButton.onClick.AddListener(MainMenu);
        replayButton.onClick.AddListener(Replay);

        Cursor.visible   = true;
        Cursor.lockState = CursorLockMode.None;
    }
コード例 #7
0
ファイル: RoomScene.cs プロジェクト: srakowski/LD43
 private static Entity EnemyEntity(GameplayState gs, Enemy enemy) =>
 enemy.Type.Match(
     star: () =>
 {
     var e = new Entity();
     e.Transform.Position = enemy.Position + new Vector2(64, 64);
     e.AddComponent(new SpriteRenderer("StarEnemy")
     {
         Layer = "Enemies"
     });
     e.AddComponent(new EnemyController(gs, enemy));
     e.AddComponent(new ProjectileSpawner(gs,
                                          new SequencedCircularProjectileSpawnerStrategy(12, gs.Random.Next(3000), 200, 10000),
                                          (pos, dir) =>
     {
         var proj = new Entity();
         proj.Transform.Position = pos;
         proj.AddComponent(new SpriteRenderer("StarEnemy_Shot")
         {
             Layer = "Projectiles"
         });
         proj.AddComponent(new ProjectileController(dir, 0.3f, gs, 10));
         return(proj);
     }
                                          ));
     return(e);
 }
     );
コード例 #8
0
 static void Prefix(GameplayState new_state)
 {
     if (new_state != GameplayState.PLAYING)
     {
         RearView.Pause();
     }
     else if (new_state == GameplayState.PLAYING)
     {
         bool want = !NetworkManager.IsHeadless() && RearView.MPNetworkMatchEnabled &&
                     NetworkMatch.m_client_server_location != null && NetworkMatch.m_client_server_location.StartsWith("OLMOD ") &&
                     !GameManager.m_local_player.m_spectator;
         if (want != RearView.Enabled)
         {
             RearView.Enabled = want;
             if (RearView.Enabled)
             {
                 RearView.Init();
             }
             else
             {
                 RearView.Pause();
             }
         }
     }
 }
コード例 #9
0
    public void ChangeState(GameplayState newState)
    {
        titleScreen.Hide();
        tutorialScreen.Hide();
        gameplayScreen.Hide();
        gameEndScreen.Hide();

        switch (newState)
        {
        case GameplayState.Title:
            titleScreen.Show();
            break;

        case GameplayState.Tutorial:
            tutorialScreen.Show();
            break;

        case GameplayState.Gameplay:
            gameplayScreen.Show();
            GameStart();
            break;

        case GameplayState.GameEnd:
            gameEndScreen.Show();
            GameEnd();
            break;

        default:
            break;
        }

        gameplayState = newState;
    }
コード例 #10
0
ファイル: RoomScene.cs プロジェクト: srakowski/LD43
 private static Entity InanimateEntity(GameplayState gs, Inanimate inanimate) =>
 inanimate.Type.Match(
     vase: () =>
 {
     var e = new Entity();
     e.AddComponent(new SpriteRenderer("Vase")
     {
         Layer = "Inanimates"
     });
     e.AddComponent(new InanimateController(gs, inanimate));
     e.Transform.Position = inanimate.Position + new Vector2(64, 64);
     return(e);
 },
     sacrificialFirePit: () =>
 {
     var e = new Entity();
     e.AddComponent(new SpriteRenderer("SacrificialFirePit")
     {
         Layer = "Inanimates"
     });
     e.AddComponent(new SacrificePitController(gs));
     e.Transform.Position = inanimate.Position + new Vector2(128, 128);
     return(e);
 }
     );
コード例 #11
0
    public void Fail()
    {
        if (Mode == GameplayMode.StaticLevel)
        {
            //Statistik
            string command = "{";
            command += "action:PlAY_LEVEL";
            command += ",place:" + dataStaticLevel.Place;
            command += ",level:" + dataStaticLevel.Level;
            command += ",timePlaying:" + TimePlaying.ToString();;
            command += ",status:4_FAILED";
            command += "}";
            ServerStatistic.DoRequest(command);


            failedPopupController.ShowForPlayingStaticLevel(FailCallback);
        }
        else if (Mode == GameplayMode.Edited)
        {
            failedPopupController.ShowForPlayingEditedLevel(FailCallback);
        }
        else if (Mode == GameplayMode.ValidateLevel)
        {
            failedPopupController.ShowForValidateLevel(FailCallback);
        }
        State = GameplayState.Failed;
    }
コード例 #12
0
 private void RefreshBubble(List <Gelembung> daftarGelembung)
 {
     foreach (Gelembung gelembung in daftarGelembung)
     {
         for (int i = 0; i < Bubbles.Length; i++)
         {
             if (gelembung.PackageName == Bubbles[i].PackageName)
             {
                 if (gelembung.Type == BubbleType.White)
                 {
                     GameObject objek = (GameObject)Instantiate(Bubbles[i].WhitePreview);
                     objek.transform.SetParent(ParentObject.BubblePreview.transform);
                     objek.transform.localScale = new Vector3(1, 1, 1);
                     objek.GetComponent <RectTransform>().localPosition = new Vector3(objek.GetComponent <RectTransform>().localPosition.x, objek.GetComponent <RectTransform>().localPosition.y, 0);
                 }
                 else if (gelembung.Type == BubbleType.Red)
                 {
                     GameObject objek = (GameObject)Instantiate(Bubbles[i].RedPreview);
                     objek.transform.SetParent(ParentObject.BubblePreview.transform);
                     objek.transform.localScale = new Vector3(1, 1, 1);
                     objek.GetComponent <RectTransform>().localPosition = new Vector3(objek.GetComponent <RectTransform>().localPosition.x, objek.GetComponent <RectTransform>().localPosition.y, 0);
                 }
                 else if (gelembung.Type == BubbleType.Orange)
                 {
                     GameObject objek = (GameObject)Instantiate(Bubbles[i].OrangePreview);
                     objek.transform.SetParent(ParentObject.BubblePreview.transform);
                     objek.transform.localScale = new Vector3(1, 1, 1);
                     objek.GetComponent <RectTransform>().localPosition = new Vector3(objek.GetComponent <RectTransform>().localPosition.x, objek.GetComponent <RectTransform>().localPosition.y, 0);
                 }
             }
         }
     }
     State = GameplayState.Playing;
 }
コード例 #13
0
    /// <summary>
    /// functions to defining how changing the gameplay state
    /// </summary>
    ///
    public void changeToAState(GameplayState toState)
    {
        switch (toState)
        {
        case GameplayState.Tutorial:
            toTutorial();
            break;

        case GameplayState.AssemblyDisassembly:
            toAssemblyDisassembly();
            break;

        case GameplayState.AssemblyDisassemblyTutorial:
            toAssemblyDisassemblyTutorial();
            break;

        case GameplayState.Shooting:
            toSooting();
            break;

        case GameplayState.Testing:
            toTesting();
            break;

        case GameplayState.Pause:
            pauseGame();
            break;

        default:
            break;
        }
    }
コード例 #14
0
ファイル: DialogController.cs プロジェクト: FeedFestival/LG
    public void ShowDialog(bool value, GameplayState gameplayState = GameplayState.Starting)
    {
        GameDialog.SetActive(value);

        if (value)
        {
            switch (gameplayState)
            {
            case GameplayState.Finished:
                Title.text = "Congrats!";
                Info.text  = "You've completed the level!";
                RetryButton.SetActive(false);
                ContinueButton.SetActive(true);
                break;

            case GameplayState.Failed:
            default:
                Title.text = "Too bad!";
                Info.text  = "You lost...";
                RetryButton.SetActive(true);
                ContinueButton.SetActive(true);
                break;
            }
        }
    }
コード例 #15
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            while (brain.CurrentState == MoveToTarget)
            {
                brain.PopState();
            }

            Animation.Location = new Vector2(Position.X, Position.Y + (Animation.Scale * 256) / 2);
            Animation.Update(gameTime);

            spits.ForEach(p => p.Update(gameTime));

            GameplayState gameplay = Game.Instance.GameStateManager.States
                                     .FirstOrDefault(s => s is GameplayState)
                                     as GameplayState;

            if (gameplay.Players.Length == 0 && brain.CurrentState != GoHome)
            {
                while (brain.HasStates)
                {
                    brain.PopState();
                }

                brain.PushState(GoHome);
            }

            if (!Health.Alive)
            {
                Destory();
            }
        }
コード例 #16
0
 void Start()
 {
     pauseState    = new PauseState();
     gameplayState = new GameplayState();
     gameplayState.EnterState();
     currentState = gameplayState;
 }
コード例 #17
0
    public void ShowDialog(bool value, GameplayState gameplayState = GameplayState.Planning)
    {
        GameDialog.SetActive(value);

        if (value)
        {
            switch (gameplayState)
            {
            case GameplayState.Finished:
                Title.text = "Congrats!";
                Info.text  = "You've completed the level!";
                RetryButton.SetActive(false);
                ContinueButton.SetActive(true);
                break;

            case GameplayState.FallenOver:
                Title.text = "Too bad!";
                Info.text  = "Snake fell over...";
                RetryButton.SetActive(true);
                ContinueButton.SetActive(false);
                break;

            case GameplayState.OutOfEnergy:
            default:
                Title.text = "Almost there!";
                Info.text  = "Ran out of Energy...";
                RetryButton.SetActive(true);
                ContinueButton.SetActive(false);
                break;
            }
        }
    }
コード例 #18
0
        /// <summary>
        /// Handles the logic for clearing the lines and updating the score and level.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        private void HandleLinesClearingState(GameTime gameTime)
        {
            List <int[]> clearedLines      = field.ClearLines();
            int          linesClearedCount = clearedLines.Count;

            if (linesClearedCount > 0)
            {
                if (linesClearedCount == 4)
                {
                    linesClearedDelta -= 8;
                    AudioHelper.PlaySound("Tetris!");
                }
                else
                {
                    linesClearedDelta -= linesClearedCount;
                    AudioHelper.PlaySound("LineClear");
                }
            }

            if (linesClearedDelta <= 0)
            {
                LevelUp();
            }

            score += linesClearedCount * (level + 1) * 100;

            usedHold = false;

            currentGameplayState = GameplayState.InitializeTetromino;
        }
コード例 #19
0
 private void load(GameplayState gameplayState)
 {
     if (gameplayState != null)
     {
         ((IBindable <JudgementResult>)LastResult).BindTo(gameplayState.LastJudgementResult);
     }
 }
コード例 #20
0
        /// <summary>
        /// Unity event.
        /// </summary>
        private void Start()
        {
            GameplayState gameplayState = SceneManager.Instance.GameplayState;

            RoomSelectable = gameplayState.Room.GetComponent <Selectable>();

            InvoiceData.ClearData();

            Mission mission = null;

            if (GameplayState.MissionToLoad == ModMission.CUSTOM_MISSION_ID)
            {
                mission = GameplayState.CustomMission;
            }
            else
            {
                mission = MissionManager.Instance.GetMission(GameplayState.MissionToLoad);
            }

            InvoiceData.MissionName = mission?.DisplayName;

            if (string.IsNullOrEmpty(InvoiceData.MissionName))
            {
                InvoiceData.MissionName = "Free Play";
            }

            FactoryGameModePicker.GameMode gameModeEnum;
            GameMode             = FactoryGameModePicker.CreateGameMode(GameplayState.MissionToLoad, gameObject, out gameModeEnum);
            InvoiceData.GameMode = gameModeEnum;

            QuickDelay(() => GameMode.Setup(this));

            OnLightChange(false);
        }
コード例 #21
0
 public HUD(GameplayState parentState)
 {
     this.parentState        = parentState;
     dialogueBox             = new DialogueBox(this, "", "");
     dialogueBox.PaddingLeft = 128;
     dialogueBox.PaddingTop  = 5f;
 }
コード例 #22
0
ファイル: StateManager.cs プロジェクト: wooffull/ToastMessiah
 private void HandleNewState(GameplayState handleState)
 {
     switch (playState)
     {
         case GameplayState.START:
             // Hide pause text
             if (pauseText)
             {
                 pauseText.gameObject.SetActive(false);
             }
             break;
         case GameplayState.PLAYING:
             if (pauseText)
             {
                 pauseText.gameObject.SetActive(false);
             }
             break;
         case GameplayState.PAUSE:
             // Show pause text
             if(pauseText) {
                 pauseText.gameObject.SetActive(true);
             }
             break;
         case GameplayState.END:
             // Game is over, so if win GO isn't active, then the player lost.
             // If that's the case, activate the lose GO
             if (!winText.activeInHierarchy) {
                 loseText.gameObject.SetActive(true);
             }
             // Should probably add in a reset button at some point
             break;
     }
 }
コード例 #23
0
    // Use this for initialization
    void Start()
    {
        mMapNames.Add("Maps/map_one");
        mMapNames.Add("Maps/map_two");
        mMapNames.Add("Maps/map_three");

        mSelectionMenu = new SelectionMenu();
        mGameplayState = new GameplayState();

        SetupWorld();
        SetupPlayerSpawns();

        mSpawningPlayers = false;
        mGameplay        = true;

        WHATEVER = GameObject.FindGameObjectWithTag("MenuScene");
        MenuHandler mh = WHATEVER.GetComponent <MenuHandler>();

        mGameplayState.Start(mh.mTankNames, mSpawnPositions);
        Destroy(WHATEVER);

        GameObject musicGO = (GameObject)Instantiate(Resources.Load("gameplay_music"));

        mAudioSources = musicGO.GetComponents <AudioSource>();

        song = Random.Range(0, 3);

        mAudioSources[song].Play();
    }
コード例 #24
0
ファイル: GameState.cs プロジェクト: Arindampani/SlapStick2D
 /// <summary>
 /// Reset the game state to its default values
 /// </summary>
 public static void ResetGameState()
 {
     BeatsPerMinute       = 220;
     Score                = 0;
     Lives                = 3;
     CurrentGameplayState = GameplayState.MainMenu;
 }
コード例 #25
0
    public void Attack(GameObject target)
    {
        //target.GetComponent<Player>().position.GetComponent<Node>().Occupant = null;
        //target.GetComponent<Player>().position.GetComponent<Node>().ContainsEntity = false;

        int atkRoll = rand.Next(1, 21);

        //gMan.GetComponent<GameManager>().DebugText.GetComponent<Text>().text = "Attack Roll: " + atkRoll;

        //Destroy(target);
        if (/*rand.Next(1, 21)*/ atkRoll >= target.GetComponent <Player>().defense)
        {
            target.GetComponent <Player>().TakeDamage(rand.Next(1, aClass.dmgDie + 1));
        }

        //targetListUI.GetComponent<PopulateList>().ClearList();
        FindTargets(gMan.GetComponent <Graph>());

        currentAttacks--;

        gMan.GetComponent <GameManager>().ActiveMainMenu();
        gMan.GetComponent <GameManager>().targetMenu.SetActive(false);

        playState = GameplayState.none;
    }
コード例 #26
0
 public StartGameCommandHandler(GameStateMachine gameStateMachine,
                                GameplayState gameplayState, MainMenuState mainMenuState)
 {
     _gameStateMachine = gameStateMachine;
     _gameplayState    = gameplayState;
     _mainMenuState    = mainMenuState;
 }
コード例 #27
0
        public void Populate(GameplayState gs)
        {
            var seChance =
                _intensity < 4 ? 20 :
                _intensity < 8 ? 30 :
                _intensity < 12 ? 50 :
                100;

            var spawnGroups = Flatten(Tilemap)
                              .GroupBy(t => (t.Tag as TileTag).SpawnGroup)
                              .Where(t => t.Key != 0);

            foreach (var spawnGroup in spawnGroups)
            {
                var si = gs.Random.Next(100) < 20;
                var se = gs.Random.Next(100) < seChance;
                if (!spawnGroup.Any())
                {
                    continue;
                }
                var tileQueue = new Queue <Tile>(spawnGroup.OrderBy(sg => gs.Random.Next(100)));
                if (si)
                {
                    var tile = tileQueue.Dequeue();
                    _inanimates.Add(new Inanimate(tile.Bounds.Location.ToVector2(), InanimateType.Vase, gs));
                }
                if (se && tileQueue.Count() > 0)
                {
                    var tile = tileQueue.Dequeue();
                    _enemies.Add(new Enemy(tile.Bounds.Location.ToVector2(), EnemyType.StarEnemy, gs));
                }
            }
        }
コード例 #28
0
        public TestSceneGameplayCursor()
        {
            var ruleset = new OsuRuleset();

            gameplayState = new GameplayState(CreateBeatmap(ruleset.RulesetInfo), ruleset, Array.Empty <Mod>());

            AddStep("change background colour", () =>
            {
                background?.Expire();

                Add(background = new Box
                {
                    RelativeSizeAxes = Axes.Both,
                    Depth            = float.MaxValue,
                    Colour           = new Colour4(RNG.NextSingle(), RNG.NextSingle(), RNG.NextSingle(), 1)
                });
            });

            AddSliderStep("circle size", 0f, 10f, 0f, val =>
            {
                config.SetValue(OsuSetting.AutoCursorSize, true);
                gameplayState.Beatmap.Difficulty.CircleSize = val;
                Scheduler.AddOnce(loadContent);
            });

            AddStep("test cursor container", () => loadContent(false));
        }
コード例 #29
0
        /// <summary>
        /// Unity event.
        /// </summary>
        private void Start()
        {
            GameplayState gameplayState = SceneManager.Instance.GameplayState;

            RoomSelectable = gameplayState.Room.GetComponent <Selectable>();

            InvoiceData.ClearData();

            Mission mission = gameplayState.Mission;

            InvoiceData.MissionName = mission != null?Localization.GetLocalizedString(mission.DisplayNameTerm != "Freeplay"?mission.DisplayNameTerm : "Missions/freeplay_DisplayName") : null;

            FactoryGameModePicker.GameMode gameModeEnum;
            GameMode             = FactoryGameModePicker.CreateGameMode(GameplayState.MissionToLoad, gameObject, out gameModeEnum);
            InvoiceData.GameMode = gameModeEnum;

            QuickDelay(() => GameMode.Setup(this));

            OnLightChange(false);

            KMModSettings modSettings       = GetComponent <KMModSettings>();
            ModSettings   activeModSettings = JsonConvert.DeserializeObject <ModSettings>(modSettings.Settings);

            GetComponent <SpoopyScares>().enabled = activeModSettings.halloweenEvent;
        }
コード例 #30
0
    // Загрузка уровня
    public override void OnStart(Action callback)
    {
        PoolManager.SpawnObject(Resources.Load(starsSkyPath) as GameObject);

        loadingLevelPanel = UiManager.EnablePanel <LoadedLevelPanel>();
        loadingLevelPanel.StatusText.text = StringKeys.Loading;

        gameplayState = DI.Resolve <GameplayState>();

        gameplayState.LevelMusic = LevelsManager.Instance.Levels[loadingLevelIndex].music;

        gameplayState.Player = new Player();
        gameplayState.Player.Init(selectedShip, gameplayState.Lose);

        gameplayState.EnemyManager = new EnemyManager();
        gameplayState.EnemyManager.Init(LevelsManager.Instance.Levels[loadingLevelIndex].LevelData.levelObjects.ToArray());

        gameplayState.BackgoundPrefab = LevelsManager.Instance.Levels[loadingLevelIndex].Background;

        backgroundPanel = UiManager.EnablePanel <BackgroundPanel>();
        backgroundPanel.SetImage(Resources.Load <Sprite>(backgroundPanelPath));

        loadingLevelPanel.StatusText.text = StringKeys.PressToStart;
        MonoBehaviourTools.Instance.StartCor(StartGame());
        callback?.Invoke();
    }
コード例 #31
0
ファイル: GameplayManager.cs プロジェクト: McBuff/DMV
    public void SetGameplayState(int newState, double stateStartTime) {

        GameplayStateType NewState = (GameplayStateType)newState;

        switch (NewState)
        {
            case GameplayStateType.waiting:
                m_CurrentState = new GameplayState_waiting(this, stateStartTime);
                break;
            case GameplayStateType.countdown:
                m_CurrentState = new GameplayState_countdown(this, stateStartTime);
                break;
            case GameplayStateType.battle:
                m_CurrentState = new GameplayState_battle(this, stateStartTime);
                break;
            case GameplayStateType.ending:
                m_CurrentState = new GameplayState_ending(this, stateStartTime);
                break;
            default:
                break;
        }

        m_CurrentState.Init();

    }
コード例 #32
0
ファイル: GameManager.cs プロジェクト: nebaglubina/Tetris
 public GameManager(GameplayState gameplayState, PauseState pauseState, LobbyState lobbyState, EndgameState endgameState)
 {
     _gameplayState = gameplayState;
     _pauseState    = pauseState;
     _lobbyState    = lobbyState;
     _endgameState  = endgameState;
 }
コード例 #33
0
ファイル: GameplayManager.cs プロジェクト: McBuff/DMV
	// Use this for initialization
	void Start () {
        
        // Initialise base state
        CurrentStateType = GameplayStateType.waiting;
        m_NextStateType = GameplayStateType.waiting; 

        m_CurrentState = new GameplayState_waiting(this , PhotonNetwork.time);
        m_CurrentState.Init();
   } 
コード例 #34
0
ファイル: StateManager.cs プロジェクト: wooffull/ToastMessiah
 public void SetGameState(GameplayState newState)
 {
     playState = newState;
     HandleNewState(newState);
 }
コード例 #35
0
ファイル: Hax.cs プロジェクト: jmazzola/KTANEProject
 void Start()
 {
     gameplayState = null;
 }
コード例 #36
0
ファイル: Hax.cs プロジェクト: jmazzola/KTANEProject
        void Update()
        {
            gameplayState = SceneManager.Instance.GameplayState;

            ProcessInput();

            if (gameplayState == null)
                return;
        }