private void CallbackLevelStateChange(object _, LevelStateChangeEventArgs e) { if (e.NewState == LEVEL_STATE.GAME_WON) { SaveScore(); } }
private void CallbackLevelStateChange(object _, LevelStateChangeEventArgs args) { if (args.NewState == enableEvent) { this.toDisable.SetActive(true); } else if (args.NewState == disableEvent) { this.toDisable.SetActive(false); } }
private void ChangeLevelState(EnumLevelState targetLevelState) { if (LevelState == targetLevelState) { return; } LevelData levelData = GetLevelData(CurrentLevelIndex); if (levelData == null) { Log.Error("Can not found level '{0}.'", CurrentLevelIndex); return; } EnumLevelState lastLevelState = LevelState; LevelState = targetLevelState; GameEntry.Event.Fire(this, LevelStateChangeEventArgs.Create(levelData, lastLevelState, LevelState)); Log.Debug("Current level is '{0}',level state is '{1}.'", levelData.Name, LevelState.ToString()); }
/// <summary> /// Changes the level state /// </summary> /// <param name="NewState">The new level state</param> private void LevelStateChange(LEVEL_STATE NewState) { this.currentState = NewState; LevelStateChangeEventArgs args = new LevelStateChangeEventArgs(); args.NewState = NewState; switch (NewState) { // The game is over show game over screen case LEVEL_STATE.GAME_OVER: case LEVEL_STATE.GAME_WON: break; case LEVEL_STATE.PLAY: InitLevel(); break; default: Debug.Log("🌮🌮🌮🌮 UNKNOWN LEVEL STATE 🌮🌮🌮🌮"); break; } OnLevelStateChangeEvent?.Invoke(this, args); }