public void OnPrepareGame() { GameState = GameStateId.GameWaitingStart; NotifySomethingHappened(SomethingId.GamePreparing); if (PhotonNetwork.connected) { LocalizedPlayers = 0; PlayersInRoom = GameController.Instance.Server.TotalPlayersInRoom; MaxPlayersAllowed = GameController.Instance.Server.MaxPlayersInRoom; } }
// Use this for initialization void Awake() { this._stateslist = new List <GameState>(); this._stateslist.Add(new MainMenuState()); this._stateslist.Add(new LoadingState()); this._stateslist.Add(new GameplayState()); this._stateslist.Add(new DialogueState()); //May need to change this in the future!// // CurrentState = GameStateId.MainMenu; this.CurrentState = GameStateId.MainMenu; }
public void OnToMainMenu() { GameState = GameStateId.GameWaitingStart; NotifySomethingHappened(SomethingId.ToMainMenu); }
public void OnStartGame() { GameState = GameStateId.GamePlaying; NotifySomethingHappened(SomethingId.GameStart); UpdatePlayerAmounts(); }
public void OnToMainMenu() { Reset(); GameState = GameStateId.GameWaitingStart; OnGameEvent(SomethingId.ToMainMenu); }
public void OnStartGame() { GameState = GameStateId.GamePlaying; OnGameEvent(SomethingId.GameStart); }
public void EnterState(GameStateId stateId, object param) { Enter((int)stateId, param); }
public void ChangeGameState(GameStateId to) { this.gameState.Exit(); this.gameState = this.stateMap[to]; this.gameState.Enter(); }
public void ChangeGameState(GameStateId GameStateID) { GameSManager.CurrentState = GameStateID; }