void OnGameStateChangeEvent(GameStateChangeEvent evt) { // Only enable input if game state is play. m_MinifigController.SetInputEnabled(evt.NewGameState == GameState.Play); // If we have won, turn to the camera and do a little celebration! if (evt.CurrentGameState == GameState.Play && evt.NewGameState == GameState.Win) { m_MinifigController.TurnTo(Camera.main.transform.position); var randomCelebration = Random.Range(0, 3); switch (randomCelebration) { case 0: { m_MinifigController.PlaySpecialAnimation(MinifigController.SpecialAnimation.AirGuitar); break; } case 1: { m_MinifigController.PlaySpecialAnimation(MinifigController.SpecialAnimation.Flexing); break; } case 2: { m_MinifigController.PlaySpecialAnimation(MinifigController.SpecialAnimation.Dance); break; } } } }
public void Switch() { if (gameState == null) { gameState = GameStateChangeEvent.Import(); } gameState.Value = targetState; }
static GameStateChangeEvent GameStateObjCache = null; // object cache public static GameStateChangeEvent GameStateAsset() { if (GameStateObjCache == null) { GameStateObjCache = Resources.Load <GameStateChangeEvent>("GameState"); } return(GameStateObjCache); } // end method GameStateAsset
private void OnGameOver(IEventData eventData) { GameStateChangeEvent stateEvent = eventData as GameStateChangeEvent; if (stateEvent.State == GameState.GameOver) { EndSession(); } }
void OnGameStateChanged(GameStateChangeEvent @event) { if (@event.current != state) { return; } controller.enabled = false; transform.position = position; controller.enabled = true; }
private void OnGameStateChange(IEventData eventData) { GameStateChangeEvent stateEvent = eventData as GameStateChangeEvent; if (stateEvent.State == GameState.GameOver) { OnGameOver(); } else { HideMenu(); } }
void Awake() { if (instance == null) { instance = this; scoreChangeEvent = new ScoreChangeEvent(); onGameStateChange = new GameStateChangeEvent(); updateLeaderboardEvent = new UnityEvent(); #if UNITY_WEBGL Application.targetFrameRate = -1; #endif LeaderBoards = new Dictionary <GameState, int[]>(); StartCoroutine(GetLeaderboard()); previousStates = new Stack <GameState>(); previousTimeScale = 1f; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(this); }
// Start is called before the first frame update void Start() { gameState = GameStateChangeEvent.Import(); }
void OnEnable() { gameStates = GameStateChangeEvent.Import(); gameStates.AddHandler(OnGameStateChange); OnGameStateChange(); }
public void OnGameStateChangeEvent(GameModes mode) { GameStateChangeEvent?.Invoke(mode); enumerator = PlayerList.GetEnumerator(); }