void VerifySufficientAmountPlayersToBegin()
    {
        PM_PlayerMgr playerMgr = gameObject.GetComponent <PM_PlayerMgr>();

        if (playerMgr == null)
        {
            return;
        }

        if (playerMgr.coupledPlayersActive >= PM_PlayerMgr.MINIMUM_PLAYERS)
        {
            PermitState resultState = TransitionToNewState(StartButtonState_, NumberPlayers.Enough);
            if (resultState != StartButtonState_)
            {
                StartButtonState_ = resultState;
                EM_EventMgr.TriggerEvent("enable start button");
            }
        }

        else if (playerMgr.coupledPlayersActive < PM_PlayerMgr.MINIMUM_PLAYERS)
        {
            PermitState resultState = TransitionToNewState(StartButtonState_, NumberPlayers.Not_Enough);
            if (resultState != StartButtonState_)
            {
                StartButtonState_ = resultState;
                EM_EventMgr.TriggerEvent("disable start button");
            }
        }
    }
示例#2
0
    void InitGame()
    {
        //add a bunch of startup logic (other classes, other components).
        SM_ScreenMgr_     = gameObject.AddComponent <SM_ScreenMgr>();
        GPM_GamepadMgr_   = gameObject.AddComponent <GPM_GamepadMgr>();
        PM_PlayerMgr_     = gameObject.AddComponent <PM_PlayerMgr>();
        GSM_GameStateMgr_ = gameObject.AddComponent <GSM_GameStateMgr>();
        MM_MazeMgr_       = gameObject.AddComponent <MM_MazeMgr>();

        EM_EventMgr.TriggerEvent("get players");
    }