private void ChangeGameState(GameLogicStatics.GameStates gameState) { _State = gameState; if (GameStateChanged != null) { GameStateChanged(this, _State); } }
private void GameLogic_GameStateChanged(object sender, GameLogicStatics.GameStates gameState) { if (gameState == GameLogicStatics.GameStates.ReadyToStart) { triggerEnabled = true; flickerLights.SetState(true); foreach (var ps in particleSystems) { ps.Play(true); } } else if (gameState == GameLogicStatics.GameStates.WaitForPlayers) { triggerEnabled = false; flickerLights.SetState(false, true); foreach (var ps in particleSystems) { ps.Stop(); } } }