/// <summary> /// Runs as the state is exited. /// </summary> protected override void Exit() { gm.InTraining = false; // Reset flag gm.HudManager.DisplayText("Ready to start!", 3.0f); // Prompt user nextState = new WaitingForStart(gm); // Set next state base.Exit(); }
protected override void Exit() { // Prompt user to go to start position gm.HudManager.DisplayText("Ready to start!", 2.0f); // Go to the next iteration nextState = new WaitingForStart(gm); base.Exit(); }
protected override void Update() { // Display status to user gm.InstructionManager.DisplayText(gm.GetDisplayInfoText()); // Check if un-pause requested if (gm.UpdatePause()) { //requestedUnpause = true; nextState = new WaitingForStart(gm); stateStage = EVENT.EXIT; } else if (gm.UpdateNext()) { nextState = new InitialisingNextSession(gm); stateStage = EVENT.EXIT; } else if (gm.UpdateEnd()) { //requestedEnd = true; nextState = new End(gm); stateStage = EVENT.EXIT; } }