void Start()
 {
     // create the state machine and start it
     m_SimonSaysSM = new SimonSaysBehaviourStateMachine(this.gameObject);
     m_SimonSaysSM.StartSM();
     m_fTime = 0.0f;
 }
	void Start ()
	{
		// create the state machine and start it
		m_SimonSaysSM = new SimonSaysBehaviourStateMachine(this.gameObject);
		m_SimonSaysSM.StartSM();
		m_fTime = 0.0f;
	}
	void OnDestroy()
	{
		// stop the state machine to ensure all the Exit() gets called
		if (m_SimonSaysSM != null)
		{
			m_SimonSaysSM.StopSM();
			m_SimonSaysSM = null;
		}
	}
 void OnDestroy()
 {
     // stop the state machine to ensure all the Exit() gets called
     if (m_SimonSaysSM != null)
     {
         m_SimonSaysSM.StopSM();
         m_SimonSaysSM = null;
     }
 }
示例#5
0
 public override void Enter()
 {
     Debug.Log("SimonSaysState_PlayingSequence - >Enter()");
     SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
     SM.m_ssb.info.text            = "Playing sequence...";
     SM.m_ssb.currentSequenceIndex = 0;
     SM.m_ssb.PressButton(SM.m_ssb.sequence[SM.m_ssb.currentSequenceIndex]);
     SM.m_ssb.m_fTime = 0f;
 }
	public override void Enter()
	{
		Debug.Log("SimonSaysState_PlayingSequence - >Enter()");
		SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
		SM.m_ssb.info.text = "Playing sequence...";
		SM.m_ssb.currentSequenceIndex = 0;
		SM.m_ssb.PressButton(SM.m_ssb.sequence[SM.m_ssb.currentSequenceIndex]);
		SM.m_ssb.m_fTime = 0f;
		

	}
示例#7
0
    public override void Enter()
    {
        SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
        //Apagar primer totes les llums:
        foreach (GameObject light in SM.m_ssb.lights)
        {
            light.SetActive(false);
        }

        SM.m_ssb.info.text            = "It's your turn...";
        SM.m_ssb.buttonPressed        = -1;
        SM.m_ssb.currentSequenceIndex = 0;
    }
	public override void Enter()
	{
		SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
		//Apagar primer totes les llums:
		foreach(GameObject light in SM.m_ssb.lights)
		{
			light.SetActive(false);
		}
		
		SM.m_ssb.info.text = "It's your turn...";
		SM.m_ssb.buttonPressed = -1;
		SM.m_ssb.currentSequenceIndex = 0;
		
	}
 public override void Enter()
 {
     SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
     SM.m_ssb.info.text = "Waiting to play, press S to start";
     SM.m_ssb.m_fTime   = 0f;
 }
示例#10
0
 public override void Enter()
 {
     SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
     SM.m_ssb.info.text = "Perfect!!";
     SM.m_ssb.m_fTime   = 0f;
 }
	public override void Enter()
	{
		SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
		SM.m_ssb.info.text = "Perfect!!";
		SM.m_ssb.m_fTime = 0f;
	}
	public override void Enter()
	{
		SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
		SM.m_ssb.info.text = "Waiting to play, press S to start";
		SM.m_ssb.m_fTime = 0f;
	}
示例#13
0
 public override void Enter()
 {
     SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
 }
	public override void Enter()
	{
		SM = (SimonSaysBehaviourStateMachine)GetStateMachine();
	}