void EndOfGame() { Debug.Log("GC: End of game"); uiController.ShowMenu(); uiController.ShowMessageFinal(); stateGeneral = TLGeneralF.None; }
// --------------- Transitions ------------------ // void PrepareTutorial() { Debug.Log("GC: Prepare tutorial"); uiController.ShowMenu(); uiController.ShowMessageTutorial(); uiController.ShowButtonMenu(); stateGeneral = TLGeneralF.Waiting; // Waiting for the user (push button) }
void PrepareNewRound() { Debug.Log("GC: Prepare new round"); uiController.ShowMenu(); uiController.ShowMessageWaiting(); round.Initialize(); stateGeneral = TLGeneralF.Game; // Waiting for the server (init info) }
public void UserPushedButtonMenu() { if (currentStep == GameStep.tutorial) { stateGeneral = TLGeneralF.Tuto; } else { round.Begin(); stateGeneral = TLGeneralF.Game; } }
void Start() { Screen.sleepTimeout = SleepTimeout.NeverSleep; isOccupied = false; currentStep = parameters.GetCurrentStep(); // TimeLine stateGeneral = TLGeneralF.Init; fogController.NoFog(); }
public void FatalError() { Debug.Log("GC: Fatal error"); if (client.GetError() == CodeErrorF.opponentDisconnected) { uiController.ShowMenu(); uiController.ShowMessageOpponentDisconnected(); } else { uiController.ShowMenu(); uiController.ShowMessagePlayerDisconnected(); } stateGeneral = TLGeneralF.None; }