public void Begin() { //remove game over panel stateMachine.TriggerHUDEvent(UIEvents.Type.ToggleGameOverPanel, HUD.VisibleToggle.Hide.ToString()); //camera change stateMachine.TriggerGameplayEvent(GameplayEvent.Type.CameraChange, GameplayCamera.LocationKey.Main.ToString()); //reset hud stateMachine.TriggerHUDEvent(UIEvents.Type.ResetProgressOrbs); stateMachine.TriggerHUDEvent(UIEvents.Type.UpdateDetectionSlider, 0.ToString()); stateMachine.TriggerHUDEvent(UIEvents.Type.UpdateScoreText, 0.ToString()); //RESET MAIN VARIABLES stateMachine.GenerateCombination(); stateMachine.gameWon = false; stateMachine.achievedHighScore = false; stateMachine.round = 0; stateMachine.detectionLevel = 0; stateMachine.currentCombinationCount = 0; stateMachine.playerScore = 0; //transition stateMachine.StartCoroutine(TransitionToDisplay()); }
public void Begin() { //increment the round we are on stateMachine.IncrementRound(); //incrmenet combination count stateMachine.ResetCombinationCount(); stateMachine.StartCoroutine(WaitForDisplay()); stateMachine.TriggerHUDEvent(UIEvents.Type.ChangeGameStatusText, "Displaying Combination"); }
public void Begin() { //init generate combination stateMachine.GenerateCombination(); //UI stateMachine.TriggerHUDEvent(UIEvents.Type.InitProgressWidget, stateMachine.GetGameBlueprint().combinationCount.ToString()); //GO TO INTRO STATE stateMachine.ChangeState(GameplayStateMachine.GameplayState.Intro); }
public void Begin() { //Create HUD listeners CreateListeners(); //Hide Game Panel stateMachine.TriggerHUDEvent(UIEvents.Type.ToggleGamePanel, HUD.VisibleToggle.Hide.ToString()); //win or lose? if (stateMachine.gameWon) { WONGAME(); } else { LOSEGAME(); } }
public void Begin() { stateMachine.TriggerHUDEvent(UIEvents.Type.ChangeGameStatusText, "Receiving Input"); //Clear user input list stateMachine.ClearUserInput(); }
public void Begin() { stateMachine.TriggerHUDEvent(UIEvents.Type.ChangeGameStatusText, "Comparing Input"); }
public void Begin() { stateMachine.TriggerHUDEvent(UIEvents.Type.SceneComeIn); stateMachine.StartCoroutine(IntroSequence()); }