public PhysicsEvent(string inMsg, BaseManager inSender) : base(inMsg, inSender) { msgName = inMsg; sender = inSender; }
// Update is called once per frame void Update() { //INIT,INTRO,SELECTION,SETTING,GAMING,GAME_PAUSE,GAME_END,CLENN_UP if (Time.time > tick) { //Debug.Log(gameObject.name + GameStatus.GAME_STATUS); if (GameStatus.GAME_STATUS == GameStatus.STATUS_IDLE_LOOP) { IdleLoop(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_INIT) { InitProcess(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_INTRO_LOOP) { IntroLoop(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_SELECTION_LOOP) { SelectionProcess(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_SETTING_LOOP) { SettingProcess(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_GAME_READY) { GameReadyProcess(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_GAME_LOOP) { GamingLoop(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_GAME_PAUSE_READY) { GamePauseProcess(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_GAME_EXIT) { GameExitProcess(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_GAME_END_READY) { GameEndReady(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_GAME_END_LOOP) { GameEndLoop(); } else if (GameStatus.GAME_STATUS == GameStatus.STATUS_CLEAN_UP) { CleanUpProcess(); } tick = Time.time + tweenTime; if (currentEvent != null) { currentEvent = null; } if (currentSender != null) { currentSender = null; } } }
public KeyEvent(string inMsg, BaseManager inSender, string keyInfo) : base(inMsg, inSender) { msgName = inMsg; sender = inSender; keyValue = keyInfo; }
public CharacterEvent(string inMsg, BaseManager inSender) : base(inMsg, inSender) { msgName = inMsg; sender = inSender; }
public virtual void ReceiveMessage(BaseEvent inMessage, BaseManager sender) { //Debug.Log(this.name + "," + inMessage.msgName + "," + sender.name); }
public BaseEvent(string inMsg, BaseManager inSender) { msgName = inMsg; sender = inSender; }