public void GoNextLevel() { IemUI.CreateFadeoutBanner(player, "level complete"); gamelevels[level].End(); IemUI.CreateRightFadeout(player, "shots fired " + gamelevels[level].accuracy.ShotsFired + "\nshots hit " + gamelevels[level].accuracy.ShotsHit + "\naccuracy " + gamelevels[level].accuracy.GetAccuracyAsString()); //me.Puts("level = " + level); //me.Puts("gamelevels.Count = " + gamelevels.Count); // level is indexed at 1 when game is in progress, 0 is pregame if (level == (gamelevels.Count - 1)) { //me.Puts("settig game complete"); gsm?.ChangeState(TargetPracticeStateManager.GameComplete.Instance); } else { // me.Puts("going to next level"); gsm?.ChangeState(TargetPracticeStateManager.GameRunning.Instance); } }
public void backToTheMap() { IemUI.CreateFadeoutBanner(player, "back to map"); gsm?.ChangeState(TargetPracticeStateManager.CleanUp.Instance); }
public void playAgain() { //me.Puts("playing again"); IemUI.CreateFadeoutBanner(player, "playing again"); gsm?.ChangeState(TargetPracticeStateManager.GameComplete.Instance); }
public void wasConfirmed() { IemUI.CreateFadeoutBanner(player, "playing level again"); gsm?.ChangeState(TargetPracticeStateManager.GameRunning.Instance); }
public void wasCancelled() { me.Puts("was cancelled"); IemUI.CreateFadeoutBanner(player, "cancelling"); CancelGame(); }