/// <summary>
 /// Registered method to GameFlowManager's OnGameStateChange event.
 /// </summary>
 /// <param name="oldState">The previous game state.</param>
 /// <param name="newState">The current game state.</param>
 void OnGameStateChange(GameFlowManager.GameState oldState, GameFlowManager.GameState newState)
 {
     if (newState == GameFlowManager.GameState.MENU)
     {
         EnterScreen();
     }
 }
Пример #2
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 /// <summary>
 /// Registered method to GameFlowManager's OnGameStateChange event.
 /// </summary>
 /// <param name="oldState">The previous game state.</param>
 /// <param name="newState">The current game state.</param>
 void OnGameStateChange(GameFlowManager.GameState oldState, GameFlowManager.GameState newState)
 {
     if (newState == GameFlowManager.GameState.PLAY)
     {
         EnterScreen();
         SetButtonActivities(true);
     }
 }
Пример #3
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 /// <summary>
 /// Registered method to GameFlowManager's OnGameStateChange event.
 /// </summary>
 /// <param name="oldState">The previous game state.</param>
 /// <param name="newState">The current game state.</param>
 void OnGameStateChange(GameFlowManager.GameState oldState, GameFlowManager.GameState newState)
 {
     if (oldState == GameFlowManager.GameState.MENU && newState == GameFlowManager.GameState.TRANSITION)
     {
         RangedAttack = new DefaultRangedAttack(_projectile, _startingAttackSpeed, _startingArrowSpeed);
     }
     if (oldState == GameFlowManager.GameState.TRANSITION && newState == GameFlowManager.GameState.MENU)
     {
         Clean();
     }
 }
Пример #4
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        /// <summary>
        /// Registered method to GameFlowManager's OnGameStateChange event.
        /// </summary>
        /// <param name="oldState">The previous game state.</param>
        /// <param name="newState">The current game state.</param>
        void OnGameStateChange(GameFlowManager.GameState oldState, GameFlowManager.GameState newState)
        {
            if (oldState == GameFlowManager.GameState.MENU && newState == GameFlowManager.GameState.TRANSITION)
            {
                EnterScreen();
            }

            if (oldState == GameFlowManager.GameState.PLAY && newState == GameFlowManager.GameState.TRANSITION)
            {
                LeaveScreen();
            }
        }