public static void BroadcastGameStateChange(GameSystem.GameState _gameState) { if (onGameStateChange == null) { return; } onGameStateChange(_gameState); }
protected override void Update() { if (GameSystem.instance.gameState == GameSystem.GameState.Wave || GameSystem.instance.gameState == GameSystem.GameState.PauseMenu || GameSystem.instance.gameState == GameSystem.GameState.Shop) // KeyDown doesn't work well with fixed update so we need to do it here { if (Input.GetKeyDown(KeyCode.Escape)) { if (GameSystem.instance.gameState != GameSystem.GameState.PauseMenu) { pauseMenu.gameObject.SetActive(true); previousState = GameSystem.instance.gameState; // Store previous state so we can get back to it when pressing Escape again GameSystem.instance.gameState = GameSystem.GameState.PauseMenu; } else { pauseMenu.SetActive(false); GameSystem.instance.gameState = previousState; } } } base.Update(); }
private void OnGameStateChange(GameSystem.GameState _gameState) { switch (_gameState) { case GameSystem.GameState.PLAY: PlayTrackList(); break; case GameSystem.GameState.GAMEOVER: m_audioSource.pitch = 1.0f; PlayEndOfMatchList(); break; case GameSystem.GameState.RETRY: break; case GameSystem.GameState.MENU: //m_audioSource.pitch = 1.0f; //PlayMenuList(); m_parent.StartCoroutine(this.PlaySound()); break; case GameSystem.GameState.PAUSE: break; case GameSystem.GameState.QUIT: break; default: break; } ; }
private void OnEnable() { previousState = GameSystem.instance.gameState; // Store previous state so we can get back to it when pressing continue }
private void OnEnable() { GetComponent <Text>().color = Color.white; previousState = GameSystem.instance.gameState; // Store previous state so we can get back to it when pressing continue }