public virtual void RoundOver(RoundOverState state) { foreach (var chute in this.Chutes) { chute.RoundOver(state); } }
public override void RoundOver(RoundOverState state) { base.RoundOver(state); if (state == RoundOverState.Post) { this.Plane.Clear(); } }
public void RoundOver(RoundOverState state) { switch (state) { case RoundOverState.Post: this.GameBoard.GameModel.JackpotScore += this.GameBoard.GameModel.InterRoundBonus; this.GameBoard.GameModel.InterRoundBonus = 0; break; } }
public virtual void RoundOver(RoundOverState state) { switch (state) { case RoundOverState.Pre: break; case RoundOverState.Post: this.CannonBall = null; break; } }
public virtual void RoundOver(RoundOverState state) { switch (state) { case RoundOverState.Pre: break; case RoundOverState.Post: GameBoard.GameModel.CannonAngle = 0; break; } }
public virtual void RoundOver(RoundOverState state) { for (var i = Pegs.Count - 1; i >= 0; i--) { var peg = Pegs[i]; peg.RoundOver(state); if (state == RoundOverState.Post && peg.Hit) { Pegs.RemoveAt(i); } } }
public virtual void RoundOver(RoundOverState state) { if (this.Hit) { switch (state) { case RoundOverState.Post: this.Destroy(); break; } } }
public override void RoundOver(RoundOverState state) { base.RoundOver(state); if (this.Hit) { switch (state) { case RoundOverState.Pre: this.Blinking = true; break; } } }
public virtual void RoundOver(RoundOverState state) { switch (state) { case RoundOverState.Pre: break; case RoundOverState.Post: this.Triggered = false; this.ChuteNumber = 50; break; } }
public override void RoundOver(RoundOverState state) { base.RoundOver(state); switch (state) { case RoundOverState.Pre: if (Triggered) { Blinking = true; } break; case RoundOverState.Post: this.Blinking = false; break; } }
// Update is called once per frame void Update() { timerFloat += Time.deltaTime; timeSeconds = (int)timerFloat % 60; timerText.text = "Time Remaining: " + (roundTime - timeSeconds); Debug.Log(shotsHit + "/" + maxScore); if (shotsHit >= maxScore) { roundOver = RoundOverState.Win; EndRound(); } if (roundTime - timeSeconds <= 0) { roundOver = RoundOverState.Lose; EndRound(); } }
public void RoundOver(RoundOverState state) { }
public void RoundOver(RoundOverState post) { }