private IEnumerator ShowGameOverSequence(Promise promise) { _curtainCanvas.DOFade(0, 0); _text.DOFade(0, 0); _gameOverView.CanvasGroup.DOFade(0, 0); _gameOverView.Hide(); yield return(new WaitForSeconds(.65f)); _curtainAnimator.SetTrigger("Close"); yield return(new WaitForSeconds(1f)); _curtainCanvas.DOFade(1, .35f); yield return(new WaitForSeconds(.35f)); _gameOverView.gameObject.SetActive(true); _gameOverView.CanvasGroup.DOFade(1f, .45f); yield return(new WaitForSeconds(.25f)); _gameOverView.Show(); promise.Resolve(); }
public void Lose() { player.DeActivate(); gameOverView.gameObject.SetActive(true); gameOverView.Show(); }
private void Update() { _gameTimer.UpdateTimePassed(Time.deltaTime); if (_gameTimer.RemainingTime <= 0) { GameOverView.Show(); enabled = false; } }
public void StartGame() { if (_currentGameRoot != null) { EndGame(); } _currentGameRoot = Instantiate(_gamePrefab).Init(_context); _currentGameRoot.Game.OnGameOver += () => _gameOver.Show(); }
public override void UpdateState(IGameState gameState) { GamePlayView.Show(false); GameOverView.Show(false); StartView.Show(false); if (gameState is GamePlayState) { GamePlayView.Show(true); UpdateLevelInfo(); } else if (gameState is GameOverState) { GameOverView.Show(true); UpdateGameOverInfo(); } else { StartView.Show(true); } }
private IEnumerator Win(PlayerInfo player) { if (_isGameOver) { yield break; } _isGameOver = true; yield return(null); _winningPlayer.value = player.player; _gameOverView.Show(); }
public void ShowGameOver(bool show, int score) { gameOverView.Show(show); gameOverView.UpdateScore(score); }