/// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            int theIndex = sceneIndex;

            switch (loadType)
            {
            case LoadType.Reload:
                theIndex = GetIndex_Reload();
                break;

            case LoadType.LoadPrev:
                theIndex = GetIndex_LoadPrev();
                break;

            case LoadType.LoadNext:
                theIndex = GetIndex_LoadNext();
                break;

            case LoadType.LoadIndex:
                theIndex = GetIndex_LoadIndex();
                break;
            }

            EventData_Gameplay theData = new EventData_Gameplay();

            theData.SceneIndex = theIndex;
            GameManager.Events.Broadcast <EventType_Gameplay> ((int)EventType_Gameplay.SceneLoad, theData);

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#2
0
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            EventData_Gameplay theData = new EventData_Gameplay();

            theData.WalkSpeed = setWalkSpeed;

            switch (modType)
            {
            case ModType.Reset:
                OnEnteredPlaying_Reset(theData);
                break;

            case ModType.Set:
                OnEnteredPlaying_Set(theData);
                break;
            }

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#3
0
 private void OnEnteredPlaying_Set(EventData_Gameplay theData)
 {
     GameManager.Events.Broadcast <EventType_Gameplay> ((int)EventType_Gameplay.SetPlayerWalkSpeed, theData);
 }
 private void OnSetWalkSpeed(EventData_Gameplay theData)
 {
     SetWalkSpeed(theData.WalkSpeed);
 }
 private void OnResetWalkSpeed(EventData_Gameplay theData)
 {
     ResetWalkSpeed();
 }