示例#1
0
 public void Call_CurSequenceChanged(GameEnums.GameSequenceType gs)
 {
     OnCurSequenceChanged?.Invoke(gs);
 }
示例#2
0
    void HeardSequenceChanged(GameEnums.GameSequenceType argGST)
    {
        switch (argGST)
        {
        case GameEnums.GameSequenceType.GameStart:

            _seqMNGR.gamestarted = true;
#if DebugOn
            print("startgame");
#endif
            FirstTime = false;     //just kill the first time in chack floorupon arrival


            _sessionMNGR.AddFloorVisitFloorsVisitedINThisSession(_floorsmngr.Get_curFloor().FloorNumber);

            _curDweller      = _floorsmngr.GetCurFloorDweller();
            _curDeliveryItem = _curDweller.GetMyItemManager().GetItem_LR(GameEnums.AnimalCharacterHands.Right);
            _ContextItem     = _curDeliveryItem;
            _seqMNGR.InitAllPointsAccordingToCurFloor(_floorsmngr.Get_curFloor(), _bellHop, GameEnums.SequenceType.sq_FIRST, 0);

            _cam.m_Text_Game.text = "Hello !";
            //_cam.m_Text_Game.text = _StoryTextGen.SimpleRiddle_takethisto(_ContextItem, _floorsmngr.Get_curFloor().FloorNumber, _sessionMNGR.GetFloorsVisitedINThisSession());

            _floorsmngr.HideShowAllBarriers(false);
            _curDweller.IsCurentFloorAnimal = true;
            _seqMNGR.StartSequence();


            break;

        case GameEnums.GameSequenceType.ReachedFloor:
#if DebugOn
            print("reachedfloor");
#endif
            _floorsmngr.HideShowAllBarriers(false);
            CheckFloorStatusUponArrival();
            break;

        case GameEnums.GameSequenceType.DoorsOppned:
#if DebugOn
            if (GameSettings.Instance.ShowDebugs)
            {
                print("doorsOpened");
            }
#endif
            break;


        case GameEnums.GameSequenceType.FloorActionsFinished:
#if DebugOn
            print("action floor finished");
#endif
            break;

        case GameEnums.GameSequenceType.PlayerInputs:
            //    _ContextItem = _bellHop.Get_CurHeldObj();
            IsAllowKeypad = true;
            _cam.numkeypad.SetButtonColor(Color.green);

            break;

        case GameEnums.GameSequenceType.DoorsClosed:
#if DebugOn
            //  print("here");
#endif
            _curDweller.IsCurentFloorAnimal = false;
            _floorsmngr.UpdateCurFloorDest(_requestedFloor);
            //_cam.m_Text_Game.text = "";
            break;

        case GameEnums.GameSequenceType.GameEnd:

            SceneManager.LoadScene("DeliveryStart");
            break;
        }
    }
示例#3
0
 void HeardSequenceChanged(GameEnums.GameSequenceType argGST)
 {
     //m_Text_GameFlowState.text = argGST.ToString();
     // m_Text_GameFlowState.text = "";
 }