protected override void Complete(ControllerCompletedEventArgs e) { _world.Save(); _world.Destroy(); base.Complete(e); }
// -------------------------------------------------------------------------------------------- private void StartMenuController_Completed(object ssender, ControllerCompletedEventArgs e) { StartMenuController startMenuController = gameObject.RequireComponent <StartMenuController>(); startMenuController.enabled = false; startMenuController.Completed -= StartMenuController_Completed; }
// -------------------------------------------------------------------------------------------- private void AppStartupController_Completed(object sender, ControllerCompletedEventArgs e) { AppStartupController appStartupController = sender as AppStartupController; appStartupController.Completed -= AppStartupController_Completed; appStartupController.enabled = false; _stateMachine.ChangeState(State.StartMenu); }
// -------------------------------------------------------------------------------------------- private void InitializationController_Completed(object sender, ControllerCompletedEventArgs e) { #if UNITY_EDITOR if (_enterTestGame) { // TODO: somehow configure the test game in the unity editor before entering _stateMachine.ChangeState(State.InGame); return; } #endif _stateMachine.ChangeState(State.StartMenu); }
// -------------------------------------------------------------------------------------------- private void InGameController_Completed(object sender, ControllerCompletedEventArgs e) { InGameController.InGameControllerCompletedEventArgs inGameControllerEventArgs = e as InGameController.InGameControllerCompletedEventArgs; switch (inGameControllerEventArgs.intention) { case InGameController.InGameControllerCompletedEventArgs.Intention.ReturnToStart: _stateMachine.ChangeState(State.StartMenu); break; default: Debug.LogError($"unhandled ingamecontroller intention: {inGameControllerEventArgs.intention}"); break; } _stateMachine.ChangeState(State.StartMenu); }
// -------------------------------------------------------------------------------------------- private void StartMenuController_Completed(object sender, ControllerCompletedEventArgs e) { StartMenuControllerCompletedEventArgs startMenuControllerCompletedEventArgs = e as StartMenuControllerCompletedEventArgs; switch (startMenuControllerCompletedEventArgs.intention) { case StartMenuControllerCompletedEventArgs.Intention.QuitApp: Application.Quit(); Debug.Log("The app has quit"); break; case StartMenuControllerCompletedEventArgs.Intention.EnterTestGame: _stateMachine.ChangeState(State.InGame); break; } }
private void InGameController_Completed(object sender, ControllerCompletedEventArgs e) { InGameController inGameController = gameObject.RequireComponent <InGameController>(); inGameController.enabled = false; inGameController.Completed -= InGameController_Completed; InGameController.InGameControllerCompletedEventArgs inGameControllerCompletedEventArgs = e as InGameController.InGameControllerCompletedEventArgs; switch (inGameControllerCompletedEventArgs.code) { case InGameController.InGameControllerCompletedEventArgs.Code.ReturnToStart: _stateMachine.ChangeState(State.StartMenu); break; case InGameController.InGameControllerCompletedEventArgs.Code.ExitApp: Debug.Log("in game controller requested exit"); Application.Quit(); break; } }
// -------------------------------------------------------------------------------------------- protected override void Complete(ControllerCompletedEventArgs e) { base.Complete(e); AppManager.AssetManager.Release <Material>(AssetPaths.Materials.WaypointPath); AppManager.AssetManager.Release <Sprite>(AssetPaths.Sprites.FacingArrow); // release assets now that we don't need them anymore foreach (PlayerData playerData in _playerDatas) { playerData.ReleaseAssets(AppManager.AssetManager); } _gameOverView?.Hide(); if (_game != null) { _game.CleanUp(); _game = null; } }