void Update() { switch (GetComponent <Slot>().state) { case SlotState.playingwins: switch (playingstate) { case PlayingWinsState.starting: showWin(); playingstate = PlayingWinsState.playing; break; case PlayingWinsState.playing: if (winTimeout > showWinTime) { //currentWin.readout = ""; winTimeout = 0; releaseWinBoxes(); playingstate = PlayingWinsState.between; slot.beginDelayOnWin(currentWin); return; } winTimeout += Time.deltaTime; break; case PlayingWinsState.between: if (pause) { playingstate = PlayingWinsState.suspended; return; } if (winTimeout > delayBetweenShowingWins) { playingstate = PlayingWinsState.playing; showWin(); winTimeout = 0; return; } winTimeout += Time.deltaTime; break; case PlayingWinsState.suspended: if (!pause) { playingstate = PlayingWinsState.between; } break; } break; } }
public void reset() { playingstate = PlayingWinsState.starting; releaseWinBoxes(); //CancelInvoke(resumeWinsInvoke); //currentWin.readout = ""; winLineOffset = -1; winTimeout = 0; winDisplayCount = 0; cycled = false; currentWin = null; slot.refs.lines.hideLines(); }
public void reset() { playingstate = PlayingWinsState.starting; releaseWinBoxes(); //CancelInvoke(resumeWinsInvoke); //currentWin.readout = ""; winLineOffset = -1; winTimeout = 0; winDisplayCount = 0; cycled = false; currentWin = null; slot.refs.lines.hideLines (); }
void Update () { switch (GetComponent<Slot>().state) { case SlotState.playingwins: switch (playingstate) { case PlayingWinsState.starting: //if (!pause) //{ showWin(); playingstate = PlayingWinsState.playing; //} break; case PlayingWinsState.playing: if (winTimeout > showWinTime) { //currentWin.readout = ""; winTimeout = 0; releaseWinBoxes(); releaseLineBoxes(); playingstate = PlayingWinsState.between; slot.beginDelayOnWin(currentWin); return; } winTimeout += Time.deltaTime; break; case PlayingWinsState.between: if (pause) { playingstate = PlayingWinsState.suspended; return; } if (winTimeout > delayBetweenShowingWins) { playingstate = PlayingWinsState.playing; showWin(); winTimeout = 0; return; } winTimeout += Time.deltaTime; break; case PlayingWinsState.suspended: if (!pause) playingstate = PlayingWinsState.between; break; } break; } }