protected virtual void OnTrackingFound() { var rendererComponents = GetComponentsInChildren <Renderer>(true); var colliderComponents = GetComponentsInChildren <Collider>(true); var canvasComponents = GetComponentsInChildren <Canvas>(true); // Enable rendering: foreach (var component in rendererComponents) { component.enabled = true; } // Enable colliders: foreach (var component in colliderComponents) { component.enabled = true; } // Enable canvas': foreach (var component in canvasComponents) { component.enabled = true; } GameTimeline timeline = GameTimelines.GetComponent <GameTimeline>(); if (timeline.current_state == GameTimeline.Game_State.player_a_phase) { player_a.GetComponent <PlayerBehaviour>().card = this.name; } else { player_b.GetComponent <PlayerBehaviour>().card = this.name; } }
public GameLogic(NetServer server) { this.server = server; hub = Hub.Default; hub.Subscribe <PurchaseRerollRequested>(this, PurchaseReroll); hub.Subscribe <PurchaseUnitRequested>(this, PurchaseUnit); hub.Subscribe <MoveUnitRequested>(this, MoveUnit); hub.Subscribe <PurchaseXPRequested>(this, PurchaseXP); hub.Subscribe <UnitPurchased>(this, UnitPurchased); hub.Subscribe <UnitLeveledUp>(this, UnitLeveledUp); state = GameState.Idle; shop = new Shop(); playerIntializer = new PlayerInitializer(); playerIntializer.PlayerDatasCreated += HandlePlayerDatasCreated; timeline = new GameTimeline(); timeline.Finished += () => hub.Publish(new GameFinished()); timeline.Changed += HandleTimelineChanged; timeline.RoundStart += HandleRoundStart; }
public void SetTimeline(GameInstance self, GameTimeline timeline, int position, bool dontStartImmediately, bool loop) { throw new NotImplementedException(); }
public void SetTimeline(GameInstance self, GameTimeline timeline, int position) { throw new NotImplementedException(); }
public void startGame() { timeline = new GameTimeline(playerCount()); Debug.Log("timeLine: " + timeline.ToString()); goToNextEvent(); }