public void DisplayManager_OnAnimationCompleted(DisplayEventArgs e) { try { //what animation completed? if (e == null || e.SceneName == null) return; switch (e.SceneName) { case DisplayConstants.CutScenes.MapMode.MAP: CurrentInputMode = InputMode.NormalPlay; //we displayed the map, time to show the user status. //if (!statusUpdate) //what if we just long-pressed for status update? beginPlay(); break; case DisplayConstants.CutScenes.Bonuses.COLLECTBONUS: //Call CollectBonusCompleted GameManager._instance.BonusCollected(); break; case DisplayConstants.CutScenes.ActiveGameMode.ADDLETTER: //what to do if we've finished this animation? break; default: break; } } catch (Exception ex) { _log.Error(ex); } }
public void DisplayManager_OnAnimationCompleted(DisplayEventArgs e) { try { //what animation completed? if (e == null || e.SceneName == null) return; switch (e.SceneName) { case DisplayConstants.Modes.AttractMode.ATTRACT: DisplayManager.PlaySequence(DisplayConstants.Modes.AttractMode.ATTRACT); //send high scores break; default: break; } } catch (Exception ex) { _log.Error(ex); } }
public void DisplayManager_OnAnimationCompleted(DisplayEventArgs e) { try { //what animation completed? if (e == null || e.SceneName == null) return; switch (e.SceneName) { case DisplayConstants.CutScenes.Bonuses.STAGECLEARED: //Stage is cleared, now lets rotate and begin the next level ModeStart(GameManagerConstants.GameModes.NORMALPLAY); break; default: break; } } catch (Exception ex) { _log.Error(ex); } }
private void _display_OnAnimationCompleted(DisplayEventArgs e) { if (OnAnimationCompleted != null) OnAnimationCompleted(e); }