public void Begin() { //remove game over panel stateMachine.TriggerHUDEvent(UIEvents.Type.ToggleGameOverPanel, HUD.VisibleToggle.Hide.ToString()); //camera change stateMachine.TriggerGameplayEvent(GameplayEvent.Type.CameraChange, GameplayCamera.LocationKey.Main.ToString()); //reset hud stateMachine.TriggerHUDEvent(UIEvents.Type.ResetProgressOrbs); stateMachine.TriggerHUDEvent(UIEvents.Type.UpdateDetectionSlider, 0.ToString()); stateMachine.TriggerHUDEvent(UIEvents.Type.UpdateScoreText, 0.ToString()); //RESET MAIN VARIABLES stateMachine.GenerateCombination(); stateMachine.gameWon = false; stateMachine.achievedHighScore = false; stateMachine.round = 0; stateMachine.detectionLevel = 0; stateMachine.currentCombinationCount = 0; stateMachine.playerScore = 0; //transition stateMachine.StartCoroutine(TransitionToDisplay()); }
private IEnumerator IntroSequence() { yield return(new WaitForSeconds(cameraInWaitTime)); //bring in camera stateMachine.TriggerGameplayEvent(GameplayEvent.Type.CameraChange, GameplayCamera.LocationKey.Main.ToString()); //bring in Game Panel yield return(new WaitForSeconds(cameraInWaitTime)); stateMachine.TriggerHUDEvent(UIEvents.Type.ToggleGamePanel, HUD.VisibleToggle.Display.ToString()); yield return(new WaitForSeconds(cameraInWaitTime)); //Lets tsart the game stateMachine.ChangeState(GameplayStateMachine.GameplayState.Display); }
public void End() { stateMachine.TriggerGameplayEvent(GameplayEvent.Type.CloseSafe); //in case the safe is open }