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"); } } }
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"); }