private void Awake() { QualitySettings.vSyncCount = 0; Application.targetFrameRate = 120; transitionFader.SetAlpha(1); gameState = GameStateScriptableObject.GameState.levelStart; }
private static void ChangeGameState(GameStateScriptableObject.GameState desiredGameState) { gameState = desiredGameState; if (GameStateChangeEvent != null) { GameStateChangeEvent(desiredGameState); } callOnce = true; }
private void DetermineAIState(GameStateScriptableObject.GameState currentGameState) { switch (currentGameState) { case GameStateScriptableObject.GameState.mainGameplayLoop: TransitionToState(AIStates.Chasing); break; default: TransitionToState(AIStates.Idling); break; } }
public static bool RequestGameStateChange(GameStateScriptableObject.GameState desiredGamestate) { //do some stuff to make a gameState relation matrix.... switch (gameState) { case GameStateScriptableObject.GameState.mainGameplayLoop: ChangeGameState(desiredGamestate); return(true); break; case GameStateScriptableObject.GameState.cinematic: ChangeGameState(desiredGamestate); return(true); break; default: return(false); break; } }
void OnGameStateChange(GameStateScriptableObject.GameState currentGameState) { }