public virtual void FireFinishEvent(RemoveGameObjectEventArgs e) { if (FinishEvent != null) { FinishEvent(this, e); } }
public virtual void FireDestroyEvent(RemoveGameObjectEventArgs e) { if (DestroyEvent != null) { DestroyEvent(this, e); } }
public void OnEnemyFinish(object sender, RemoveGameObjectEventArgs e) { //remove enemy and load a new wave if no enemy left in the world RemoveEnemy(e.Index); if (enemies.Count == 0) { world.LoadWaves(); } }
public void OnEnemyDestroy(object sender, RemoveGameObjectEventArgs e) { //Play Sound Effect explosion.Play(); //remove enemy RemoveEnemy(e.Index); //add 30 score scoreManager.FireScoringEvent(new ScoreEventArgs(30)); //if this is the last enemy in the world //load a new wave if (enemies.Count == 0) { world.LoadWaves(); } //animation //audio }
public void OnFinish(object sender, RemoveGameObjectEventArgs e) { RemovePlayerProjecttile(e.Index); }
public void OnDestroy(object sender, RemoveGameObjectEventArgs e) { RemovePlayerProjecttile(e.Index); //play audio? //play animation? }
//On player character destroy, remove event listeners public void OnDestroy(object sender, RemoveGameObjectEventArgs e) { playerController.ChangeEvent -= gameWorld.EnemyManager.OnPlayerSpecialAttack; playerController.ChangeEvent -= OnChanged; }
//if player has collected the powerup //fire the power up event along with the power up bonus effect //remove the powerup from the list //add score //can add animation/ audio public void OnCollected(object sender, RemoveGameObjectEventArgs e) { powerUps[e.Index].FirePowerUpEvent(new PowerUpEventArgs(PowerUps[e.Index].BonusEffect)); RemovePowerUp(e.Index); scoreManager.FireScoringEvent(new ScoreEventArgs(50)); }
//if the object has left the viewzone, no longer avaible, remove object public void OnFinished(object sender, RemoveGameObjectEventArgs e) { RemovePowerUp(e.Index); }