private System.Collections.IEnumerator cFightStart() { Singletones.hud.Status(FightData.fighter1._name + "\nVS\n " + FightData.fighter2._name, FightData.delay_before_first_round / 2); yield return(new WaitForSeconds(FightData.delay_before_first_round)); GameEventSystem.TriggerEvent(GameEventSystem.EventID.RoundPreStart); }
private System.Collections.IEnumerator cRoundEnd() { string message = FightData.round_time >= FightData.round_duration ? "TIME IS UP" : "K.O."; Singletones.hud.Status(message, FightData.delay_after_round_end); yield return(new WaitForSeconds(FightData.delay_after_round_end)); GameEventSystem.TriggerEvent(GameEventSystem.EventID.RoundResults); }
private void Start() { GameEventSystem.StartListening(GameEventSystem.EventID.FightStart, Event_FightStart); GameEventSystem.StartListening(GameEventSystem.EventID.RoundPreStart, Event_RoundPreStart); GameEventSystem.StartListening(GameEventSystem.EventID.RoundStart, Event_RoundStart); GameEventSystem.StartListening(GameEventSystem.EventID.RoundEnd, Event_RoundEnd); GameEventSystem.StartListening(GameEventSystem.EventID.RoundResults, Event_RoundResults); GameEventSystem.StartListening(GameEventSystem.EventID.FightEnd, Event_FightEnd); GameEventSystem.TriggerEvent(GameEventSystem.EventID.FightStart); }
private System.Collections.IEnumerator cRoundResults() { yield return(new WaitForSeconds(FightData.delay_between_rounds)); GameEventSystem.EventID event_id = FightData.fight_winner == null ? GameEventSystem.EventID.RoundPreStart : GameEventSystem.EventID.FightEnd; GameEventSystem.TriggerEvent(event_id); }
private void Update() { if (FightData.action) { FightData.round_time += Time.deltaTime; if (FightData.round_time >= FightData.round_duration || FightData.OneOfFightersIsDead()) { GameEventSystem.TriggerEvent(GameEventSystem.EventID.RoundEnd); } } }
private System.Collections.IEnumerator cRoundPreStart() { yield return(new WaitForSeconds(FightData.delay_before_round_start)); GameEventSystem.TriggerEvent(GameEventSystem.EventID.RoundStart); }