private static void GameStateChanged(object sender, GameStateEventArgs e) { if (e.State == GameState.ScriptsCompiled) { _splashScreenCancellationToken.Cancel(); } }
private void StopBroadcastHost(GameStateEventArgs e) { if (_connMachine.State == ConnectionState.Host && running) { StopBroadcast(); } }
private void Model_OnGameStateChange(object sender, GameStateEventArgs e) { switch (e.GameState) { case (AsteroidsGame.EGameState.Running): { GameVisibility = true; MenuVisibility = GameOverVisibility = PauseVisibility = false; break; } case (AsteroidsGame.EGameState.Paused): { GameVisibility = PauseVisibility = true; MenuVisibility = GameOverVisibility = false; break; } case (AsteroidsGame.EGameState.GameOver): { GameVisibility = GameOverVisibility = true; MenuVisibility = PauseVisibility = false; break; } } }
private void SetFinishTextAllDied(GameStateEventArgs e) { if (e.someoneWon == false) { _textBox.text = "Match Finished!\nNo one survived..."; } }
private void ResetPlayerToLobby(GameStateEventArgs e) { if (isLocalPlayer) { _playerMovement.SetPosition(_lobbySpawnPoint); _player.SetPlayerState(PlayerStates.Waiting); OnPlayerReset?.Invoke(); } }
private void GameStateChanged(object sender, GameStateEventArgs args) { ActionPointsScrollable.SetActive(args.Data == GameManager.GameStateEnum.ProjectEditor); if (args.Data == GameManager.GameStateEnum.MainScreen || args.Data == GameManager.GameStateEnum.Disconnected || args.Data == GameManager.GameStateEnum.PackageRunning) { ClearMenu(); } }
private void DrawBackground(GameStateEventArgs e) { var startVector = _envSettings.baseVector - _envSettings.backgroundPaddingVector; var endVector = _envSettings.baseVector + new Vector3Int(_prefabManager.borderLane.Width * 2 + e.playerCount + _envSettings.extraLanes, _envSettings.laneLength, 0) + _envSettings.backgroundPaddingVector; LaneDrawer.DrawLane(_gridManager.tilemapBase, _prefabManager.backgroundTiles, startVector, endVector.y - startVector.y, endVector.x - startVector.x); }
public static string getName(this EventArgs ev) { return(ev switch { GameStateEventArgs _ => "state", PlayerChangedEventArgs _ => "player", LobbyEventArgs _ => "lobby", AmongUsData _ => "refresh", EndPlayerStatsEventArgs _ => "endplayerstats", _ => "null" });
private void OnGameState(object sender, GameStateEventArgs args) { MFGUILayer guiLayer = MFLayer.GetLayer <MFGUILayer>(); if (guiLayer != null) { if (args.state == MainGameState.GameOver) { guiLayer.Show(); } else if (args.state == MainGameState.Running) { guiLayer.Hide(); } } }
void StateChanged ( System.Object sender, GameStateEventArgs args ) { switch ( args.NewGameState ) { case GameState.GamePlay: // Unpause people ... paused = false; break; case GameState.GamePause: case GameState.GameOver: // Pause people walking around... paused = true; break; } }
void DrawTrack(GameStateEventArgs e) { DrawBackground(e); _offsetVector = _envSettings.baseVector; _offsetVector.x += _prefabManager.borderLane.SetupLane(_gridManager.tilemapBase, _offsetVector, _envSettings.laneLength); GameAreaBoundsMin = _offsetVector.x; _offsetVector.x += _prefabManager.trackLane.SetupLane(_gridManager.tilemapBase, _offsetVector, _envSettings.laneLength, e.playerCount + _envSettings.extraLanes); GameAreaBoundsMax = _offsetVector.x - 1; _offsetVector.x += _prefabManager.borderLane.SetupLane(_gridManager.tilemapBase, _offsetVector, _envSettings.laneLength); OnMapGenerated?.Invoke(GameAreaBoundsMin, GameAreaBoundsMax); }
protected void OnGameStateChanged(object sender, GameStateEventArgs args) { if (!isVisibilityForced) { UpdateVisibility(); } if (args != null) { if (args.Data == GameStateEnum.SceneEditor || args.Data == GameStateEnum.ProjectEditor || args.Data == GameStateEnum.PackageRunning) { UpdateBuildAndSaveBtns(); } else { DeactivateAllSubmenus(); SetActiveSubmenu(LeftMenuSelection.Favorites); isVisibilityForced = false; UpdateVisibility(); } } }
private void OnGameStateChanged(object sender, GameStateEventArgs args) { // destroy old buttons if (args.Data == GameManager.GameStateEnum.SceneEditor) { foreach (Transform t in Content.transform) { if (!t.CompareTag("Persistent")) { Destroy(t.gameObject); } } // create one button for each object type foreach (ActionObjectMetadata actionObject in ActionsManager.Instance.ActionObjectsMetadata.Values.OrderBy(x => x.Type)) { if (actionObject.Abstract || actionObject.CollisionObject) { continue; } CreateBtn(actionObject); } } }
public void ChangeGameState ( GameStateEventArgs eventArgs ) { calledGameStateChangeEvents.Add ( eventArgs ); if ( performingGameStateChangeEvent ) return; performingGameStateChangeEvent = true; while ( calledGameStateChangeEvents.Count > 0 ) { OnPlayEvent ( calledGameStateChangeEvents [ 0 ] ); calledGameStateChangeEvents.RemoveAt ( 0 ); } performingGameStateChangeEvent = false; }
private void SwitchInterface(object sender, GameStateEventArgs e) { switch (e.GameState) { case State.Run: { Player.SetActive(true); PlayerController.SetActive(true); Time.timeScale = 1f; EscMenu.SetActive(false); foreach (GameObject g in MiniGames) { g.SetActive(false); } fpc.enabled = true; fpc.LockCursor(true); break; } case State.EscMenu: { Player.SetActive(true); PlayerController.SetActive(false); fpc.LockCursor(false); fpc.enabled = false; Time.timeScale = 0f; EscMenu.SetActive(true); emv.Main(); foreach (GameObject g in MiniGames) { g.SetActive(false); } break; } case State.InventoryMenu: { Player.SetActive(true); PlayerController.SetActive(true); fpc.enabled = false; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; Time.timeScale = 0f; EscMenu.SetActive(false); foreach (GameObject g in MiniGames) { g.SetActive(false); } break; } } }
private void BackToGame(object sender, GameStateEventArgs e) { CurrentState = e.GameState; }
private void OnPlayEvent ( GameStateEventArgs e ) { EventHandler<GameStateEventArgs> handler = GameStateChangeHandler; if ( handler != null ) { switch ( e.NewGameState ) { case GameState.Load: LoadPlayerPrefs ( ); break; case GameState.GameOver: //SavePlayerPrefs ( ); break; case GameState.MapScreen: //SavePlayerPrefs ( ); break; case GameState.NewGame: // Remove all sector data and get ready for a fresh game. // After all data has been cleared, show the Name Menu ChangeGameState ( GameState.NameMenu ); break; } } handler ( this, e ); }
private void ShowPanel(GameStateEventArgs e) { gameObject.SetActive(true); }
void ClearTrack(GameStateEventArgs e) { _gridManager.tilemapBase.ClearAllTiles(); OnMapCleared?.Invoke(); }
private void HidePanel(GameStateEventArgs e) { StartCoroutine(HidePanelCoroutine()); }
private void ShowPanel(GameStateEventArgs e) { _prevTime = -1; gameObject.SetActive(true); }
public void TiggerGameState(object sender, GameStateEventArgs args) { GameState.Invoke(sender, args); }
private void EnableExit(GameStateEventArgs e) { _exitButton.gameObject.SetActive(true); }
private void SetStartTime(GameStateEventArgs e) { GameStartTime = Time.time + _gameSettings.countdownDelay; }
private void HidePanel(GameStateEventArgs e) { gameObject.SetActive(false); }
private void InvokeGameStateChanged( GameStateEventArgs e ) { GameStateEventHandler handler = GameStateChanged; if( handler != null ) handler( this, e ); }
private void ClearActivePlayers(GameStateEventArgs e) { _activePlayers.Clear(); }
void StateChanged ( System.Object sender, GameStateEventArgs args ) { Debug.Log ( "StateChanged : " + args.NewGameState ); TitleMenu.SetActive ( false ); TitleMenuSettings.SetActive ( false ); NameMenu.SetActive ( false ); MapMenu.SetActive ( false ); HighScoreMenu.SetActive ( false ); GameOverMenu.SetActive ( false ); displayMenu = false; displayMapCamera = false; switch ( args.NewGameState ) { case GameState.TitleMenu: displayMenu = true; TitleMenu.SetActive ( true ); break; case GameState.MapScreen: MapMenu.SetActive ( true ); displayMenu = true; displayMapCamera = true; break; case GameState.HighScore: displayMenu = true; HighScoreMenu.SetActive ( true ); break; case GameState.GameOver: displayMenu = true; GameOverMenu.SetActive ( true ); displayMapCamera = true; break; case GameState.NameMenu: displayMenu = true; NameMenu.SetActive ( true ); break; case GameState.GamePlay: displayMenu = false; displayMapCamera = false; break; } // If we're displaying a menu, turn on the menu cameras if ( displayMenu ) { MenuCamera.enabled = true; if ( displayMapCamera ) { MiniMap.SetActive ( true ); MapCamera.enabled = true; } else { MiniMap.SetActive ( false ); MapCamera.enabled = false; } } else { MiniMap.SetActive ( false ); MenuCamera.enabled = false; MapCamera.enabled = false; } }
private void DisableExit(GameStateEventArgs e) { _exitButton.gameObject.SetActive(false); }
private void GameStateChanged(object sender, GameStateEventArgs args) { ActionPointsScrollable.SetActive(args.Data == GameManager.GameStateEnum.ProjectEditor); }