示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (spawner.state == WaveSpawner.SpawnState.COUNTING)
        {
            UpdateSpawningUI();
        }

        previousState = spawner.state;
    }
示例#2
0
    // Update is called once per frame
    void Update() {
        switch (spawner.State) {
            case WaveSpawner.SpawnState.COUNTING:
                UpdateCountingUI();
                break;
            case WaveSpawner.SpawnState.SPAWNING:
                UpdateSpawningUI();
                break;
        }

        previousState = spawner.State;
    }
	// Update is called once per frame
	void Update () {
		switch (spawner.State)
		{
			case WaveSpawner.SpawnState.COUNTING:
				UpdateCountingUI();
				break;
			case WaveSpawner.SpawnState.SPAWNING:
				UpdateSpawningUI();
				break;
        }

		previousState = spawner.State;
	}
示例#4
0
    private void Update()
    {
        switch (spawner.State)
        {
        case WaveSpawner.SpawnState.Counting:
            UpdateCountingUI();
            break;

        case WaveSpawner.SpawnState.Spawning:
            UpdateSpawningUI();
            break;
        }
        previousState = spawner.State;
    }
示例#5
0
    // Update is called once per frame
    void Update()
    {
        switch (spawner.State)
        {
        case WaveSpawner.SpawnState.counting:
            UpdateCountDownUI();
            break;

        case WaveSpawner.SpawnState.spawning:
            UpdateSpwaningUI();
            break;
        }
        previousState = spawner.State;
    }
示例#6
0
    // Update is called once per frame
    void Update()
    {
        switch (spawner.State)
        {
        case WaveSpawner.SpawnState.COUNTING:
            UpdateCountingUI();
            break;

        case WaveSpawner.SpawnState.SPAWNING:
            UpdateSpawningUI();
            break;
        }
        previousState = spawner.State;         // save state in the current frame as the "previousState"
    }
示例#7
0
    // Update is called once per frame
    void Update()
    {
        switch (waveSpawner.State)
        {
        case WaveSpawner.SpawnState.Counting:
            UpdateCountingUI();
            break;

        case WaveSpawner.SpawnState.Spawning:
            UpdateSpawningUI();
            break;
        }

        prevState = waveSpawner.State;
    }
示例#8
0
    void Update()
    {
        switch (spawner.State)          //switch statement to provide different actions (method calls) based on current wave spawner state.
        {
        case WaveSpawner.SpawnState.Counting:
            UpdateCountingUI();
            break;

        case WaveSpawner.SpawnState.Spawning:
            UpdateSpawningUI();
            break;
        }

        previousState = spawner.State;
    }
示例#9
0
    // Update is called once per frame
    void Update()
    {
        switch (waveSpawner.GetSpawnState)
        {
        case WaveSpawner.SpawnState.COUNTING:
            UpdateCountingUI();
            break;

        case WaveSpawner.SpawnState.SPAWNING:
            UpdateSpawningUI();
            break;
        }

        prevState = waveSpawner.GetSpawnState;
    }
    // Update is called once per frame
    void Update()
    {
        switch (spawner.state)
        {
        case WaveSpawner.SpawnState.COUNTING:
            waveCountDownText.enabled = true;
            UpdateCountdownUI();
            break;

        case WaveSpawner.SpawnState.SPAWNING:
            waveCountDownText.enabled = false;
            UpdateSpawningUI();
            break;
        }

        previousState = spawner.state;
    }
示例#11
0
    // Update is called once per frame
    void Update()
    {
        switch (spawner.State)
        {
        case WaveSpawner.SpawnState.COUNTING:
            UpdateCountingUI();
            break;

        case WaveSpawner.SpawnState.SPAWNING:
            UpdateSpawningUI();
            break;
            // default:
            //     WaveIncoming.gameObject.SetActive(false);
            //     break;
        }

        previousState = spawner.State;
    }
示例#12
0
    // Update is called once per frame
    void Update()
    {
        //Debug.LogError (spawner.State);
        switch (spawner.State)
        {
        case WaveSpawner.SpawnState.COUNTING:
            UpdateCountingUI();
            break;

        case WaveSpawner.SpawnState.SPAWNING:
            UpdateSpawningUI();
            break;

        case WaveSpawner.SpawnState.WAITING:
            break;
        }

        previousState = spawner.State;
    }
示例#13
0
    // Update is called once per frame
    void Update()
    {
        switch (spawner.State)
        {
        case WaveSpawner.SpawnState.WAITING:
            UpdateWaitingUI();
            break;

        case WaveSpawner.SpawnState.COUNTING:
            UpdateCountingUI();
            break;

            /*
             * case WaveSpawner.SpawnState.SPAWNING:
             *      UpdateSpawningUI();
             *      break;
             */
        }

        previousState = spawner.State;
    }
示例#14
0
 void Start()
 {
     if (spawner == null)
     {
         Debug.LogError("nema spawnera");
         this.enabled = false;
     }
     if (waveAnimator == null)
     {
         Debug.LogError("nema waveAnimator");
         this.enabled = false;
     }
     if (waveCountdownText == null)
     {
         Debug.LogError("nema waveCountDownText");
         this.enabled = false;
     }
     if (waveCountText == null)
     {
         Debug.LogError("nema waveCountText");
         this.enabled = false;
     }
     previousState = spawner.State;
 }