public static void Notify(object sender, GameEventArgs e) { switch (e.type) { case START_GAME: StartGame?.Invoke(sender, e); break; case PAUSE_GAME: PauseGame?.Invoke(sender, e); break; case RESUME_GAME: ResumeGame?.Invoke(sender, e); break; case STOP_GAME: StopGame?.Invoke(sender, e); break; case RESTART_GAME: RestartGame?.Invoke(sender, e); break; case START_MINI_GAME: StartMiniGame?.Invoke(sender, e); break; case END_MINI_GAME: EndMiniGame?.Invoke(sender, e); break; } }
/// <summary> /// Use it for notify from EventTrigger Component. Requires to be component on GameObject! /// </summary> /// <param name="sender">The sender object.</param> /// <param name="e">Event arguments</param> public void Notify(string type) { switch (type) { case START_GAME: StartGame?.Invoke(null, new GameEventArgs(type)); break; case PAUSE_GAME: PauseGame?.Invoke(null, new GameEventArgs(type)); break; case RESUME_GAME: ResumeGame?.Invoke(null, new GameEventArgs(type)); break; case STOP_GAME: StopGame?.Invoke(null, new GameEventArgs(type)); break; case RESTART_GAME: RestartGame?.Invoke(null, new GameEventArgs(type)); break; case START_MINI_GAME: StartMiniGame?.Invoke(null, new GameEventArgs(type)); break; case END_MINI_GAME: EndMiniGame?.Invoke(null, new GameEventArgs(type)); break; } }
private void buttonGameAgaine_Click(object sender, RoutedEventArgs e) { textBlockLevelList[levelValue].Opacity = 0.75; textBlockLevelList[levelValue].Foreground = Brushes.White; imageLevelList[levelValue].Opacity = 0.65; textBlockResultAnswers.Text = ""; textBlockResultLevel.Text = ""; RestartGame?.Invoke(); }
private void OnRestartButtonClicked() { RestartGame?.Invoke(this, EventArgs.Empty); }
public void OnRestart() { RestartGame?.Invoke(); }
private void View_RestartButtonClicked(object sender, bool useBuffs) { RestartGame?.Invoke(this, useBuffs); }
private void OnRestartGame() { RestartGame?.Invoke(); }