Пример #1
0
 private void MultiControllerStateChanged(MultiplayerController.State newState, ScenesTransitionSetupDataSO transitionSetupData, DiContainer diContainer, MultiplayerController sync = null)
 {
     if (newState == MultiplayerController.State.Gameplay)
     {
         sync.stateChangedEvent -= (state) => { MultiControllerStateChanged(state, transitionSetupData, diContainer, sync); };
         GameSceneSceneWasLoaded(transitionSetupData, diContainer, sync);
     }
 }
Пример #2
0
 public void OnMultiplayerStateChanged(MultiplayerController.State state)
 {
     if (state == MultiplayerController.State.Gameplay)
     {
         // Gameplay controllers don't exist on the initial load of GameCore, so we need to delay it until later.
         // Additionally, waiting until Gameplay means we don't need to hook into the multiplayer audio sync controllers.
         HandleSongStart();
     }
 }
Пример #3
0
 private void MultiplayerController_stateChangedEvent(MultiplayerController.State multiplayerState)
 {
     if (multiplayerState == MultiplayerController.State.Gameplay)
     {
         SetupMapDataAndMisc();
     }
     else if (multiplayerState == MultiplayerController.State.Finished)
     {
         LevelFinishedEvent();
     }
 }
 // Short circuit which stops Tick() from executing when in gameplay
 private void MultiplayerController_stateChangedEvent(MultiplayerController.State state)
 => tick = state != MultiplayerController.State.Gameplay;