private void Start() { Init(); StartCoroutine(LevelUpdate()); OnLevelStart?.Invoke(); }
// Start is called before the first frame update void Start() { cakesRemaining = startNumberOfCakes; cakesPacked = 0; OnLevelStart?.Invoke(this, EventArgs.Empty); }
static void QuickTest() { OnFlowStart?.Invoke(); UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(0); StartCoroutine(QuickTestCoroutine()); OnLevelStart?.Invoke(); }
private static void LevelStart() { IntroLevelCanvasController.Instance.Hide(); LevelCompleteCanvasController.Instance.Hide(); LevelFailController.Instance.Hide(); InLevelCanvasController.Instance.Show(); OnLevelStart?.Invoke(); }
private void StartCurrentLevel() { currentLevel.gameObject.SetActive(true); nextLevel.gameObject.SetActive(false); currentLevel.transform.position = bottomOfScreen.position; nextLevel.transform.position = topOfScreen.position; currentLevel.StartBarsMoving(barData); OnLevelStart?.Invoke(); //TODO: Refracter uses; switch to EventManager EventManager.TriggerEvent(EventNames.LevelStarted); }
private IEnumerator StartMainLoopCoroutine() { _lost = false; yield return(new WaitForSeconds(1.5f)); OnPrepareNewLevel?.Invoke(); yield return(new WaitForSeconds(1.5f)); PlayCountdownAudio(); yield return(new WaitForSeconds(3.5f)); _startTime = Time.time; OnLevelStart?.Invoke(); }
public void ChangeState(gameState gameState) { GameState = gameState; switch (GameState) { case gameState.LevelStart: { OnLevelStart?.Invoke(); } break; case gameState.LevelAccomplish: { OnLevelAccomplish?.Invoke(); } break; } }
public void GenerateLevelEvents(GameTime gameTime) { // only generate events every 2 seconds if (_startGameTime == null) { _startGameTime = gameTime.TotalGameTime; } // nothing to do until tick time if (gameTime.TotalGameTime - _startGameTime < TickTimeSpan) { return; } _startGameTime = gameTime.TotalGameTime; foreach (var e in _currentLevel[_currentLevelRow]) { switch (e) { case LevelEvents.GenerateEnemies g: OnGenerateEnemies?.Invoke(this, g); break; case LevelEvents.GenerateTurret g: OnGenerateTurret?.Invoke(this, g); break; case LevelEvents.StartLevel s: OnLevelStart?.Invoke(this, s); break; case LevelEvents.EndLevel s: OnLevelEnd?.Invoke(this, s); break; case LevelEvents.NoRowEvent n: OnLevelNoRowEvent?.Invoke(this, n); break; } } _currentLevelRow++; }
private static void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1) { // When a scene loads, store the levels build index in 'LevelIndex'. if (LevelIndex != arg0.buildIndex) { LevelIndex = arg0.buildIndex; } // When a scene loads and the scene is not the Main Menu, handle certain elements. if (arg0.name != LevelInformation.Levels[0].name) { StarsAcquired = 0; GemsAcquired = 0; if (!hpOn) { hpOn = !hpOn; } OnLevelStart?.Invoke(); #region WHEN SCENE STARTS, CLEAR LIST OF COLLECTIBLES AND FIND ALL NEW ONES IN CURRENT SCENE LOADED // On Scene Loaded, the new level gold has not yet been acquired. for (int i = 0; i < StarConditions.Length; i++) { if (StarConditions[i]) { StarConditions[i] = false; } } // Clear all gems in array from previous level played (if any) if (GemsInCurrentLevel.Count > 0) { GemsInCurrentLevel.Clear(); } // Gather list of all GEMS in the current loaded scene. Collectible[] collectibles = UnityEngine.Object.FindObjectsOfType <Collectible>(); if (collectibles.Length > 1) { foreach (Collectible collectible in collectibles) { if (collectible.Type == Collectible.CollectibleType.GEM) { if (!GemsInCurrentLevel.Contains(collectible)) { //Debug.Log(collectible); GemsInCurrentLevel.Add(collectible); } } } } #endregion } else { // When the game starts, find Audio Sources. if (MM_UI.MMUI != null) { SoundManager.SetAudioSources(MM_UI.MMUI.SFXSoundSource, MM_UI.MMUI.MusicSoundSource); } if (hpOn) { hpOn = !hpOn; } } OnToggleHP?.Invoke(hpOn); // Play level music accordingly HandleAudioSources(SoundManager.MusicSource, SoundManager.SFXSource); }
/// <summary> /// StartLevel calls the OnLevelStart event. /// </summary> /// <param name="level">The level index of a level that needs to be started.</param> public static void StartLevel(int level) { OnLevelStart?.Invoke(level); }
private void StartLevel() { levelText.enabled = false; OnLevelStart?.Invoke(); }
public void LevelStart() { OnLevelStart?.Invoke(); }