Exemplo n.º 1
0
    private void OnGameStateChange(GameStateChangedSignal signal)
    {
        if (signal.gameState == GameState.DialogState)
        {
            _dialogueGO.SetActive(true);
            if (signal.npcId == 1)
            {
                _dialog.text = @"Middle son:
Hey, pup! Give me a health potion, quickly! Don’t you see, I’m bleeding!
YOU:
So, maybe you should give me the family shield, if you’re wounded.
Middle son:
You kidding? You can’t even use it properly.Give me the potion, I tell you!";
            }
            else if (signal.npcId == 2)
            {
                _dialog.text = @"Elder brother:
Brother! What are you doing here? It’s dangerous!I am wounded. But it’s nothing. I’ll have some rest and will go further.
YOU:
I’d better go further, but I need our family armor you wear.
Elder brother
What? No, I can’t give it.I can’t surrender. I am the heir of our house and it is me who will follow the queen’s order.";
            }
            else if (signal.npcId == 3)
            {
                _dialog.text = @"Father:
You wasted so long time coming here. It’s not so hard when I’ve already cleared all the way. I need help, son.A health potion.
YOU:
Father, the cursed roots have almost embraced you completely. You can’t go further.Give me our glorified family sword and let me get the flower. I’ll come back for you.
Father:
I can’t give you the relic of my house.Even if you were ready... You’re adopted. Give me the potion and go home.I’ll complete the quest. That’s my will.";
            }
        }
    }
Exemplo n.º 2
0
 private void OnGameSateChange(GameStateChangedSignal gameStateChangedSignal)
 {
     if (gameStateChangedSignal.GameState != GameState.LEVEL)
     {
         ResetEnemies();
     }
 }
Exemplo n.º 3
0
 public void CheckGameState(GameStateChangedSignal signal)
 {
     if (signal.state != GameState.InGame)
     {
         return;
     }
 }
Exemplo n.º 4
0
 private void Construct(GameStateChangedSignal gameStateChangedSignal, StartGameSignal startGameSignal,
                        ReturnToMenuSignal returnToMenuSignal)
 {
     _gameStateChangedSignal = gameStateChangedSignal;
     _startGameSignal        = startGameSignal;
     _returnToMenuSignal     = returnToMenuSignal;
 }
Exemplo n.º 5
0
        public void OnGameStateChanged(GameStateChangedSignal signal)
        {
            Debug.Log("OnGameStateChanged");
            switch (signal.NewState)
            {
            case GameStateEnum.Startup:
            {
                PressButtonTitle.gameObject.SetActive(true);
                YouLoseText.gameObject.SetActive(false);
                break;
            }

            case GameStateEnum.Playing:
            {
                PressButtonTitle.gameObject.SetActive(false);
                YouLoseText.gameObject.SetActive(false);
                break;
            }

            case GameStateEnum.GameOver:
            {
                PressButtonTitle.gameObject.SetActive(true);
                YouLoseText.gameObject.SetActive(true);
                break;
            }
            }
        }
Exemplo n.º 6
0
 private void OnGameStateChange(GameStateChangedSignal signal)
 {
     if (signal.gameState == GameState.GameOverState)
     {
         _gameOverGO.SetActive(true);
     }
 }
 public void CheckGameState(GameStateChangedSignal signal) // maybe I wont need this
 {
     if (signal.state == GameState.InLobby)
     {
         return;
     }
 }
Exemplo n.º 8
0
    private void Start()
    {
        _gameStateChangedSignal += OnGameStateChanged;
        _scoreSignal            += ScoreUpdate;
        _text = GetComponent <TextMeshProUGUI>();

        _text.enabled = false;
    }
Exemplo n.º 9
0
    private void OnGameStateChange(GameStateChangedSignal signal)
    {
        _gameState = signal.gameState;

        if (_gameState == GameState.GameOverState)
        {
            Time.timeScale = 0;
        }
    }
Exemplo n.º 10
0
    public void CheckGameState(GameStateChangedSignal signal)
    {
        if (signal.state == GameState.InLobby)
        {
            return;
        }

        if (signal.state == GameState.InGame)
        {
            gameObject.SetActive(false);
        }
    }
Exemplo n.º 11
0
 private void OnGameStateChanged(GameStateChangedSignal stateChange)
 {
     switch (stateChange.NewState)
     {
         case GameState.None:
             break;
         case GameState.Menu:
             if (stateChange.LastState == GameState.GamePlay || stateChange.LastState == GameState.EndGame || stateChange.LastState == GameState.Pause)
                 _networkConnector.Disconnect();
             break;
     }
 }
Exemplo n.º 12
0
    private void OnGameStateChanged(GameStateChangedSignal stateChange)
    {
        switch (stateChange.LastState)
        {
        case GameState.SelectCar:
        case GameState.SelectLevel:
        case GameState.SelectType:
        case GameState.EndGame:
        case GameState.Pause:
            SceneManager.UnloadSceneAsync(stateChange.LastState.ToString());
            break;

        case GameState.Menu:
        case GameState.GamePlay:
            if (stateChange.NewState == GameState.Loading || stateChange.NewState == GameState.EndGame)
            {
                SceneManager.UnloadSceneAsync(stateChange.LastState.ToString());
            }
            break;
        }
        switch (stateChange.NewState)
        {
        case GameState.None:
            break;

        case GameState.Menu:
            if (stateChange.LastState == GameState.GamePlay || stateChange.LastState == GameState.EndGame || stateChange.LastState == GameState.Pause)
            {
                _sceneLoader.LoadScene(stateChange.NewState.ToString());
            }
            break;

        case GameState.SelectCar:
        case GameState.SelectLevel:
        case GameState.SelectType:
        case GameState.EndGame:
        case GameState.Pause:
        case GameState.Loading:
            _sceneLoader.LoadScene(stateChange.NewState.ToString(), LoadSceneMode.Additive);
            break;

        case GameState.GamePlay:
            if (stateChange.LastState != GameState.Pause)
            {
                _sceneLoader.LoadScene(stateChange.NewState.ToString(), LoadSceneMode.Additive);
            }
            break;

        default:
            throw new ArgumentOutOfRangeException();
        }
    }
Exemplo n.º 13
0
 private void Awake()
 {
     _gameStateChangedSignal += OnGameStateChanged;
     _enemyShips              = new List <EnemyShipPresenter>();
     foreach (var enemyWave in _enemyWaves)
     {
         foreach (var enemyShip in enemyWave.GetComponentsInChildren <EnemyShipPresenter>())
         {
             _enemyShips.Add(enemyShip);
         }
     }
     DisableWaves();
 }
 private void OnGameSateChange(GameStateChangedSignal gameStateChangedSignal)
 {
     if (gameStateChangedSignal.GameState != GameState.LEVEL)
     {
         if (playerView != null)
         {
             Destroy(playerView.gameObject);
         }
     }
     else
     {
         ResetPlayer();
     }
 }
Exemplo n.º 15
0
    public GameController(
        GameStateChangedSignal gameStateChangedSignal,
        StateFactory stateFactory,
        GiveScorepointsSignal giveScorepointsSignal,
        GameEndedSignal gameEndedSignal,
        ScoreTextController scoreText,
        EndGameTextController endGameText,
        ScoreboardDataController scoreboardDataController)
    {
        _gameStateChangedSignal = gameStateChangedSignal;
        _stateFactory           = stateFactory;
        _endGameText            = endGameText;
        _scoreText = scoreText;
        _scoreboardDataController = scoreboardDataController;

        giveScorepointsSignal += OnGainedScorepoints;
        gameEndedSignal       += OnGameEnded;
    }
Exemplo n.º 16
0
        public void OnGameStateChangedSignal(GameStateChangedSignal signal)
        {
            switch (signal.NewState)
            {
            case GameStateEnum.Startup:
            case GameStateEnum.GameOver:
            {
                _player       = null;
                allowMovement = false;
                break;
            }

            case GameStateEnum.Playing:
            {
                _player       = _pool.Player;
                allowMovement = true;
                break;
            }
            }
        }
Exemplo n.º 17
0
 public void Dispose()
 {
     _gameStateChangedSignal -= OnGameStateChanged;
     _scoreSignal            -= OnScoreChanged;
 }
Exemplo n.º 18
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 private void OnDestroy()
 {
     _gameStateChangedSignal -= OnGameStateChanged;
     _scoreSignal            -= ScoreUpdate;
 }
Exemplo n.º 19
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 public void Construct(GameStateChangedSignal gameStateChangedSignal, StartGameSignal startGameSignal)
 {
     _gameStateChangedSignal = gameStateChangedSignal;
     _startGameSignal        = startGameSignal;
 }
Exemplo n.º 20
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 public void Construct(GameStateChangedSignal gameStateChangedSignal, ScoreSignal scoreSignal)
 {
     _gameStateChangedSignal = gameStateChangedSignal;
     _scoreSignal            = scoreSignal;
 }
Exemplo n.º 21
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 private void OnGameStateChanged(GameStateChangedSignal signal)
 {
     _gameState = signal.gameState;
 }
Exemplo n.º 22
0
 private void Start()
 {
     _playableDirector        = GetComponent <PlayableDirector>();
     _gameStateChangedSignal += OnGameStateChanged;
 }
Exemplo n.º 23
0
 private void Construct(GameStateChangedSignal gameStateChangedSignal)
 {
     _gameStateChangedSignal = gameStateChangedSignal;
 }
Exemplo n.º 24
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 public void Construct(GameStateChangedSignal gameStateChangedSignal, ShipExplosion.Pool shipExplosionPool)
 {
     _gameStateChangedSignal = gameStateChangedSignal;
     _shipExplosionPool      = shipExplosionPool;
 }
Exemplo n.º 25
0
 public void Initialize()
 {
     DOTween.Init();
     _gameStateChangedSignal += OnGameStateChanged;
     _scoreSignal            += OnScoreChanged;
 }
Exemplo n.º 26
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 private void Start()
 {
     _gameStateChangedSignal += OnGameStateChanged;
     _startGamePosition       = transform.localPosition;
     gameObject.SetActive(false);
 }
Exemplo n.º 27
0
 private void OnGameStateChanged(GameStateChangedSignal gameStateChangedSignal)
 {
     restartButton.gameObject.SetActive(gameStateChangedSignal.GameState != GameState.LEVEL);
     gameOverText.gameObject.SetActive(gameStateChangedSignal.GameState == GameState.GAME_OVER);
 }
Exemplo n.º 28
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 private void OnDestroy()
 {
     _gameStateChangedSignal -= OnGameStateChanged;
 }
Exemplo n.º 29
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 private void Awake()
 {
     _firstScreen.gameObject.SetActive(true);
     _activeScreen            = _firstScreen;
     _gameStateChangedSignal += OnGameStateChanged;
 }
Exemplo n.º 30
0
 public void Construct(GameStateChangedSignal gameStateChangedSignal)
 {
     _gameStateChangedSignal = gameStateChangedSignal;
 }