public void Start() { Turn = 1; popUpClose = GameUI.Instance.ClosePopUp; popUpClose += SetPlayable; closePopUpTimer = new Timer(2f, popUpClose, false); Option.toCall moveHandler = new Option.toCall(Move); move = new Option("Move", moveHandler); Option.toCall attackHandler = new Option.toCall(Attack); attack = new Option("Attack", attackHandler); Option.toCall captureHandler = new Option.toCall(Capture); capture = new Option("Capture", captureHandler); Option.toCall tankHandler = new Option.toCall(MakeTank); tank = new Option("Tank", tankHandler); Option.toCall infanteryHandler = new Option.toCall(MakeInfantery); infantery = new Option("Infantery", infanteryHandler); Option.toCall bazookaHandler = new Option.toCall(MakeBazooka); bazooka = new Option("Bazooka", bazookaHandler); GameUI.Instance.UpdateMoney(moneyPlayer1); MapManager.Instance.SetNewTurn(playerOnePhase); }
public void Start() { wrapper = DeRegister; waterDestroyer = new List <Timer>(); waterRegister = new List <GameObject>(); waterSpawners = new List <GameObject>(); foreach (GameObject spawner in GameObject.FindGameObjectsWithTag("WaterSpawner")) { waterSpawners.Add(spawner); } }
public void LaunchEndGame(bool winner) { playable = false; popUpClose = GameUI.Instance.ClosePopUp; popUpClose -= SetPlayable; popUpClose += EndGame; closePopUpTimer.ChangeTimeToWait(3f); string win = winner ? "red" : "blue"; string victoryMSG = string.Format("Player {0}\r\n WIN", win); GameUI.Instance.SendPopUp(victoryMSG); TimerManager.Instance.AddTimer(this, closePopUpTimer); }
/// <summary> /// Best way is to init your timer in the start, then add it when you need it /// But if you want creat and add in the same time, you can use it /// </summary> /// <param name="from"> Alwayse "this"</param> /// <param name="time"> Explicit </param> /// <param name="handler"> What you whant to call at the end of the timer</param> /// <param name="timebook"> /// Choose the timebook : /// Global -> Alwayse update /// Game -> update only in Game /// Menu -> update only in menu /// <returns>Timer just created</returns> public Timer CreateSimpleTimer(object from, float time, Timer.toCall handler, Timebook timebook = Timebook.Global) { Timer newOne = new Timer(time, handler); Dictionary <object, List <TimeUp> > revelantTimebook = GetRelevantTimebook(timebook); if (revelantTimebook.ContainsKey(from)) { revelantTimebook[from].Add(newOne); } else { List <TimeUp> list = new List <TimeUp>(); list.Add(newOne); revelantTimebook.Add(from, list); } return(newOne); }
public void Start() { spawned = 0; shelts = new List <Shelt>(); spawn = GameObject.Find("Spawn"); MotherShelt = new GameObject(); MotherShelt.transform.name = "MotherShelt"; spawnCall = new Timer.toCall(SpawnWork); sheltSpwanerTimer = new Timer(GV.Instance.timeBetwenSheltSpawn, spawnCall, true); Shadow = GameObject.Instantiate(Resources.Load("Prefabs/Shadow") as GameObject); Shadow.SetActive(false); for (int i = 0; i < GV.Instance.sheltToSpawn; i++) { Shelt newShelt = new Shelt(spawn.transform.position, $"Shelt-{(1+i).ToString()}", MotherShelt); shelts.Add(newShelt); } TimerManager.Instance.AddTimer(this, sheltSpwanerTimer, TimerManager.Timebook.InGame); SpawnWork(); }
// Use this for initialization public void Start() { delayerHandler = StopDelayer; delayer = new Timer(.2f, delayerHandler, false); }