private void Awake() { DontDestroyOnLoad(this.gameObject); Cursor.lockState = CursorLockMode.Locked; game_state = GameState.MainMenu; game_state_change_event_args = new GameStateChangeEventArgs(); game_state_change_event_args.game_state = game_state; load_level_controller = this.gameObject.AddComponent <GameLoadLevelController>(); input_controller = this.gameObject.GetComponent <GameInputController>(); audio_controller = this.gameObject.GetComponent <GameAudioController>(); player_controller = this.gameObject.GetComponent <GamePlayerController>(); data_controller = this.gameObject.GetComponent <GameDataController>(); cutscene_controller = this.gameObject.GetComponent <GameCutsceneController>(); user_interface_controller = this.gameObject.GetComponent <GameUserInterfaceController>(); }
// state change. private void ChangeGameState(object sender, EventArgs e) { GameStateChangeEventArgs args = e as GameStateChangeEventArgs; if (args.game_state == GameState.Game) { player_animator.runtimeAnimatorController = animator_game; } else if (args.game_state == GameState.GameOver) { player_animator.runtimeAnimatorController = animator_game_over; } else if (args.game_state == GameState.Cutscene) { player_animator.runtimeAnimatorController = animator_cutscene; } else { player_animator.runtimeAnimatorController = animator_game; } }
// state change. private void ChangeGameState(object sender, EventArgs e) { GameStateChangeEventArgs args = e as GameStateChangeEventArgs; ui_object_cutscene.SetActive(args.game_state == GameState.Cutscene); }