private void SetGameGroup(Group group) { //The group should have 1 thing, always, but... //FIXME: after multiple restarts (via 'r' button in HUD) this fails - srivello if (group.count == 1) { _gameEntity = group.GetSingleEntity(); _gameEntity.OnComponentReplaced += Entity_OnComponentReplaced; //set first value var scoreComponent = _gameEntity.score; SetText (scoreComponent.score); } else { Debug.LogWarning ("CC _scoreGroup failed, should have one entity, has count: " + group.count); } }
private void GameGroup_OnEntityAdded(Group group, Entity entity, int index, IComponent component) { //TODO: I expect this to be called on game start and game restart, but not every StartNextRound, why - srivello //Debug.Log("added _gameEntity: " + _gameEntity); _gameEntity = group.GetSingleEntity(); }
private void GameGroup_OnEntityAdded(Group group, Entity entity, int index, IComponent component) { _gameEntity = group.GetSingleEntity(); _bounds = _gameEntity.bounds.bounds; }
private void OnGameEntityAdded(Group group, Entity entity, int index, IComponent component) { _gameEntity = group.GetSingleEntity(); }
private void PlayerGroup_OnEntityAdded(Group group, Entity entity, int index, IComponent component) { _playerEntity = group.GetSingleEntity(); }