//public override void Transition() //{ // // update SpriteBatchMan() // SpriteBatchMan.SetActive(this.poSpriteBatchMan); //} public override void Entering() { // update SpriteBatchMan() SpriteBatchMan.SetActive(this.poSpriteBatchMan); GameObjectMan.SetActive(this.poGameObjectMan); TimerMan.SetActive(this.poTimerMan); ShipMan.SetActive(this.poShipMan); DelayedObjectMan.SetActive(this.poDelayedObjectMan); // Update timer since last pause float t0 = GlobalTimer.GetTime(); float t1 = this.TimeAtPause; float delta = t0 - t1; TimerMan.PauseUpdate(delta); }
public override void Entering() { // Make sure all of the game settings are inline Lives.ResetLives(); Score.ResetPlayerScores(); Level.Reset(); // update SpriteNodeBatchManager.SetActive(this.poSpriteNodeBatchMan); GameObjectManager.SetActive(this.poGameObjectManager); InputManager.SetActive(this.poInputManager); // Update timer since last pause float t0 = GlobalTimer.GetTime(); float t1 = this.TimeAtPause; float delta = t0 - t1; TimerManager.PauseUpdate(delta); }
public override void Leaving() { // Need a better way to do this this.TimeAtPause = GlobalTimer.GetTime(); }