/// <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(); } }
/// <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); } }
/// <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(); } }
/// <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(); } }