protected override void On_GAME_GameStarted(AbstractGameMode gameMode) { base.On_GAME_GameStarted(gameMode); // TODO : Very dirty fix due to AI spawning late StartCoroutine(LateOnInitializePlayerStats(gameMode)); }
public void Invoke_GAME_SetPlayersScores(AbstractGameMode gameMode) { if (GAME_SetPlayersScores != null) { GAME_SetPlayersScores.Invoke(gameMode); } DebugLog("Set Players Scores"); }
public void Invoke_GAME_GameEnded(AbstractGameMode gameMode, bool wasAborted = false) { if (GAME_GameEnded != null) { GAME_GameEnded.Invoke(gameMode, wasAborted); } DebugLog("Game ended : " + gameMode.GameModeType + ". Aborted : " + wasAborted.ToString()); }
public void Invoke_GAME_GameUnPaused(AbstractGameMode gameMode) { if (GAME_GameUnPaused != null) { GAME_GameUnPaused.Invoke(gameMode); } DebugLog("Game unpaused : " + gameMode.GameModeType); }
private IEnumerator LateOnInitializePlayerStats(AbstractGameMode gameMode) { yield return(new WaitForEndOfFrame()); if (GameModeType == gameMode.GameModeType) { Debug.Log("Initializing player stats for : " + gameMode.GameModeType); InitializePlayerStats(); } }
private void On_GAME_GameEnded(AbstractGameMode gameMode, bool wasAborted) { UpdateState(EAppState.IN_GAME_IN_OVER); }
private void On_GAME_GameUnPaused(AbstractGameMode gameMode) { UpdateState(EAppState.IN_GAME_IN_RUNNING); }
private void On_GAME_GamePaused(AbstractGameMode gameMode) { UpdateState(EAppState.IN_GAME_IN_PAUSED); }