public void ChangeGameState(GameState newState) { GameRequest request = new GameRequest (); request.type = GameRequest.Type.ChangeGameStateRequest; request.newGameState = newState; mRequestQueue.Enqueue (request); }
public void Translate(Vector3 movementVector) { GameRequest request = new GameRequest (); request.type = GameRequest.Type.TranslateShapeRequest; request.translationData.movementVector = movementVector; mRequestQueue.Enqueue (request); }
public void Rotate() { GameRequest request = new GameRequest (); request.type = GameRequest.Type.RotateShapeRequest; mRequestQueue.Enqueue (request); }
private void HandleTranslateShapeRequest(GameRequest request) { mScene.HandleTranslateRequest (request.translationData.movementVector); }
private void HandleRotateShapeRequest(GameRequest request) { mScene.HandleRotateRequest (); }
private void HandleChangeGameStateRequest(GameRequest request) { UnityEngine.Debug.Log (" currentGameState: " + mCurrentGameState.ToString () + " request.newGameState: " + request.newGameState.ToString ()); if (request.newGameState == AssemblyCSharp.GameState.Running && ((mCurrentGameState & (AssemblyCSharp.GameState.None | AssemblyCSharp.GameState.Ended)) != 0)) { mScene.Initialize (24, 8, SHAPE_RULESET_OPTION); //start new game } if (request.newGameState == AssemblyCSharp.GameState.Ended) { mLeaderboard.AddHighScore (mScene.GetCurrentScore ()); mScene.Cleanup (); //cleanup game } mCurrentGameState = request.newGameState; }