Пример #1
0
 private static void GameStateChanged(object sender, GameStateEventArgs e)
 {
     if (e.State == GameState.ScriptsCompiled)
     {
         _splashScreenCancellationToken.Cancel();
     }
 }
Пример #2
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 private void StopBroadcastHost(GameStateEventArgs e)
 {
     if (_connMachine.State == ConnectionState.Host && running)
     {
         StopBroadcast();
     }
 }
Пример #3
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        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;
            }
            }
        }
Пример #4
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 private void SetFinishTextAllDied(GameStateEventArgs e)
 {
     if (e.someoneWon == false)
     {
         _textBox.text = "Match Finished!\nNo one survived...";
     }
 }
Пример #5
0
 private void ResetPlayerToLobby(GameStateEventArgs e)
 {
     if (isLocalPlayer)
     {
         _playerMovement.SetPosition(_lobbySpawnPoint);
         _player.SetPlayerState(PlayerStates.Waiting);
         OnPlayerReset?.Invoke();
     }
 }
Пример #6
0
 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();
     }
 }
Пример #7
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    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);
    }
Пример #8
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 public static string getName(this EventArgs ev)
 {
     return(ev switch
     {
         GameStateEventArgs _ => "state",
         PlayerChangedEventArgs _ => "player",
         LobbyEventArgs _ => "lobby",
         AmongUsData _ => "refresh",
         EndPlayerStatsEventArgs _ => "endplayerstats",
         _ => "null"
     });
Пример #9
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        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();
                }
            }
        }
Пример #10
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    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;
        }
    }
Пример #11
0
    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);
    }
Пример #12
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 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);
         }
     }
 }
Пример #14
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    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;

    }
Пример #15
0
    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;
        }
        }
    }
Пример #16
0
 private void BackToGame(object sender, GameStateEventArgs e)
 {
     CurrentState = e.GameState;
 }
Пример #17
0
    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 );
    }
Пример #18
0
 private void ShowPanel(GameStateEventArgs e)
 {
     gameObject.SetActive(true);
 }
Пример #19
0
 void ClearTrack(GameStateEventArgs e)
 {
     _gridManager.tilemapBase.ClearAllTiles();
     OnMapCleared?.Invoke();
 }
Пример #20
0
 private void HidePanel(GameStateEventArgs e)
 {
     StartCoroutine(HidePanelCoroutine());
 }
Пример #21
0
 private void ShowPanel(GameStateEventArgs e)
 {
     _prevTime = -1;
     gameObject.SetActive(true);
 }
Пример #22
0
 public void TiggerGameState(object sender, GameStateEventArgs args)
 {
     GameState.Invoke(sender, args);
 }
Пример #23
0
 private void EnableExit(GameStateEventArgs e)
 {
     _exitButton.gameObject.SetActive(true);
 }
Пример #24
0
 private void SetStartTime(GameStateEventArgs e)
 {
     GameStartTime = Time.time + _gameSettings.countdownDelay;
 }
Пример #25
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 private void HidePanel(GameStateEventArgs e)
 {
     gameObject.SetActive(false);
 }
Пример #26
0
 private void InvokeGameStateChanged( GameStateEventArgs e )
 {
     GameStateEventHandler handler = GameStateChanged;
     if( handler != null ) handler( this, e );
 }
Пример #27
0
 private void ClearActivePlayers(GameStateEventArgs e)
 {
     _activePlayers.Clear();
 }
Пример #28
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    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;
        }
    }
Пример #29
0
 private void DisableExit(GameStateEventArgs e)
 {
     _exitButton.gameObject.SetActive(false);
 }
 private void GameStateChanged(object sender, GameStateEventArgs args) {
     ActionPointsScrollable.SetActive(args.Data == GameManager.GameStateEnum.ProjectEditor);
 }
Пример #31
0
 public void TiggerGameState(object sender, GameStateEventArgs args)
 {
     GameState.Invoke(sender, args);
 }