private void HandleClearedArena(object sender, BilliardPlayEventArgs e)
        {
            string message = e.Player.Name + " cleared their field! " + e.Player.Name + " wins!";

            MessageWall.AddItem(message, messageLifeInSeconds);
            gameOverState.GameOverReason = e.Player.Name + " won the good old-fashioned way: by pocketing all of their object balls!";
        }
        private void HandleDeathBallScratch(object sender, BilliardPlayEventArgs e)
        {
            string message = e.Player.Name + " scratched on death ball!\n" + e.Player.Name + " auto-loses!";

            MessageWall.AddItem(message, messageLifeInSeconds);
            gameOverState.GameOverReason = e.Player.Name + " scratched while attempting to sink their death ball, which is an auto-lose.";
        }
        private IEnumerator <YieldInstruction> EntranceCoRoutine(GameState previous)
        {
            MessageWall.AddItem("Re-break!", restartAfterSeconds);
            yield return(new WaitForSeconds(restartAfterSeconds));

            //Application.LoadLevel(Application.loadedLevel);
            SceneManager.LoadScene(SceneManager.GetActiveScene().name);
        }
Exemplo n.º 4
0
 private void HandleBadBreak(object sender, BilliardPlayEventArgs e)
 {
     turnEndState.SetStartingStateForNextRound(badBreakState, NextStatePriority.BadBreak);
     MessageWall.AddItem("Death ball pocketed on break! Bad break!", messageLifeInSeconds);
 }
 private void HandleEarlyDeathBall(object sender, BilliardPlayEventArgs e)
 {
     MessageWall.AddItem(GetEarlyDeathBallMessage(e), messageLifeInSeconds);
     gameOverState.GameOverReason = GetEarlyDeathBallLongerExplanation(e);
 }