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; } }
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() { 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; }
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(); }