void Start() { // Add systems here TouchSystem ts = new TouchSystem(); AddSystem(ts); AnimationSystem ans = new AnimationSystem(); AddSystem(ans); UISystem uis = new UISystem(); AddSystem(uis); PauseSystem ps = new PauseSystem(); AddSystem(ps); DestroySystem ds = new DestroySystem(); AddSystem(ds); AdSystem ads = new AdSystem(); AddSystem(ads); Enable(); ExtraSetup(); }
void Start() { // Add systems here DialogSystem dls = new DialogSystem(); AddSystem(dls); PreMatchDialogSystem pmds = new PreMatchDialogSystem(); AddSystem(pmds); MatchSystem ms = new MatchSystem(); AddSystem(ms); AnimationSystem ans = new AnimationSystem(); AddSystem(ans); TouchSystem ts = new TouchSystem(); AddSystem(ts); UISystem uis = new UISystem(); AddSystem(uis); PauseSystem ps = new PauseSystem(); AddSystem(ps); DestroySystem ds = new DestroySystem(); AddSystem(ds); //AdSystem ads = new AdSystem(); //AddSystem(ads); Enable(); Setup(); }
// Use this for initialization void Start() { if (pauseSystem == null) { pauseSystem = GameObject.Find("GameManager").GetComponent <PauseSystem>(); } }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { PauseSystem.Pause(); } }
void Start() { if (instance == null) { instance = this; } Resume(); }
public static PauseSystem instance = null; //Singleton void Awake() //este método vai fazer com que só exista apenas 1 objeto deste no sistema { if (instance == null) //se não existir { instance = this; //ele cria } else if (instance != this) //se ja existir { Destroy(gameObject); //destroy este } }
IEnumerator ShowGameOverScreen() { yield return(new WaitForSeconds(1)); PauseSystem pauseSystem = GetComponent <PauseSystem>(); pauseSystem.Pause(); audioSource.Play(); audioSource.loop = false; gameOverPanel.SetActive(true); }
private void Start() { if (instance == null) { instance = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
public void Pause() { if (_pause) { PauseSystem.Pause(); _pause = false; } else { PauseSystem.Resume(); _pause = true; } }
private void Update() { CurrentController.Update(); if (InputProfile.Pause.WasPressed) { PauseSystem.TogglePause(this); } foreach (PlayerAction action in m_inputsToQueue) { HandleInputLifetime(action); } m_inputTimer.Loop(Time.deltaTime); }
void Start() { // Add systems here LivesSystem ls = new LivesSystem(); AddSystem(ls); StreakSystem ss = new StreakSystem(); AddSystem(ss); ScoreSystem scs = new ScoreSystem(); AddSystem(scs); ColoringSystem cs = new ColoringSystem(); AddSystem(cs); TouchSystem ts = new TouchSystem(); AddSystem(ts); GameSystem gs = new GameSystem(); AddSystem(gs); TutorialSystem tus = new TutorialSystem(); AddSystem(tus); AnimationSystem ans = new AnimationSystem(); AddSystem(ans); UISystem uis = new UISystem(); AddSystem(uis); PauseSystem ps = new PauseSystem(); AddSystem(ps); DestroySystem ds = new DestroySystem(); AddSystem(ds); AdSystem ads = new AdSystem(); AddSystem(ads); Enable(); this.initializeGame = true; ExtraSetup(); }
public void OnStart() { PauseSystem.AddPausableObject(this); }
void Awake() { instance = this; }
public void OnPointerDown(PointerEventData eventData) { PauseSystem.Resume(); }
void Start() { pauseSystem = this; }