public static void Reset() { _gameProgressManager.gameProgress = 0; _progressState = GameProgressState.NotComplete; _gameProgressManager.UpdateUi(); _notifiedProgressMax = false; }
public void ReplaceGameProgress(GameProgressState newState) { var index = GameComponentsLookup.GameProgress; var component = CreateComponent <GameProgressComponent>(index); component.state = newState; ReplaceComponent(index, component); }
public void OnGameProgress(GameEntity entity, GameProgressState state) { // Debug.Log("GameRestart "+ state); if (state == GameProgressState.GameRestart) { CleanGameScene(); } }
public GameEntity SetGameProgress(GameProgressState newState) { if (hasGameProgress) { throw new Entitas.EntitasException("Could not set GameProgress!\n" + this + " already has an entity with GameProgressComponent!", "You should check if the context already has a gameProgressEntity before setting it or use context.ReplaceGameProgress()."); } var entity = CreateEntity(); entity.AddGameProgress(newState); return(entity); }
public void ReplaceGameProgress(GameProgressState newState) { var entity = gameProgressEntity; if (entity == null) { entity = SetGameProgress(newState); } else { entity.ReplaceGameProgress(newState); } }
public static void UpdateProgress() { _gameProgressManager.animator.Play("ProgressBarAnimation", -1, 0f); _gameProgressManager.gameProgress += 6f / (PersonSpawner.GetPersonCount() * 5f); if (_gameProgressManager.gameProgress > _gameProgressManager.progressSlider.maxValue) { if (!_notifiedProgressMax) { NotificationManager.Notify(NotificationType.LevelUp); _notifiedProgressMax = true; } _progressState = GameProgressState.Complete; } else { _progressState = GameProgressState.NotComplete; } _gameProgressManager.UpdateUi(); }
private static void PrintGameProgress(GameProgressState gameProgressState) { Console.WriteLine(); Console.WriteLine("Score: " + gameProgressState.Score.ToString() + "\tLives: " + gameProgressState.Lives.ToString()); }