public void UpdateByFrame() { GameManager.Phase phase = GameManager.Instance.m_status.m_currentPhase; switch (phase) { case GameManager.Phase.INTRODUCTION: break; case GameManager.Phase.CHARGE: Charge(); break; case GameManager.Phase.RUN: if (m_player.m_currentState == Player.State.CHARGING) { m_player.StateTransition(Player.State.ACCELERATING); } break; } m_player.UpdateByFrame(); }
public void UpdateByFrame() { GameManager.Phase phase = GameManager.Instance.m_status.m_currentPhase; GameTimer timer = GameManager.Instance.m_timer; switch (phase) { case GameManager.Phase.INTRODUCTION: break; case GameManager.Phase.CHARGE: m_countDownText.SetText(Mathf.RoundToInt(timer.GetCurrentTime()).ToString()); break; case GameManager.Phase.RUN: foreach (UnityEngine.UI.Text text in FindObjectsOfType <UnityEngine.UI.Text>()) { text.enabled = false; } break; } }
public void UpdatePhase(GameManager.Phase phase) { phaseText.text = "Phase: " + phase.ToString(); }