Antura  1.1.0
Antura.Minigames.MiniGameController Class Referenceabstract

Base abstract class for all minigame in-scene managers. Main entry point for the logic of a minigame. More...

Inheritance diagram for Antura.Minigames.MiniGameController:
Antura.Utilities.SingletonMonoBehaviour< MiniGameController > Antura.Minigames.IGame

Public Member Functions

IState GetCurrentState ()
 
void SetCurrentState (IState state)
 
void EndGame (int stars, int score)
 This must be called whenever the minigame ends. Called by the minigame logic. More...
 

Protected Member Functions

abstract IGameConfiguration GetConfiguration ()
 Specify which is the game configuration class for this game More...
 
abstract IState GetInitialState ()
 Specify which is the first state of this game using this method More...
 
virtual Vector3 GetGravity ()
 Gravity More...
 
virtual void Start ()
 
abstract void OnInitialize (IGameContext context)
 Implement game's construction steps inside this method. More...
 
- Protected Member Functions inherited from Antura.Utilities.SingletonMonoBehaviour< MiniGameController >
virtual void Awake ()
 
virtual void Init ()
 
virtual void Finalise ()
 

Properties

IGameContext Context [get]
 The current game context. Managers are accessed through this. More...
 
StateMachineManager StateManager [get]
 Access the GameStateManager that controls the minigame's FSM. More...
 
int StarsScore [get]
 The score in number of stars assigned to this minigame. More...
 
- Properties inherited from Antura.Utilities.SingletonMonoBehaviour< MiniGameController >
static T I [get]
 
string TypeName [get]
 
- Properties inherited from Antura.Minigames.IGame
StateMachineManager StateManager [get]
 Access the GameStateManager that controls the FSM that controls the minigame flow. More...
 

Events

GameResultAction OnGameEnded
 Event raised whenever the game ends. More...
 
- Events inherited from Antura.Minigames.IGame
GameResultAction OnGameEnded
 Event raised whenever the game ends. More...
 

Detailed Description

Base abstract class for all minigame in-scene managers. Main entry point for the logic of a minigame.

Member Function Documentation

◆ EndGame()

void Antura.Minigames.MiniGameController.EndGame ( int  stars,
int  score 
)

This must be called whenever the minigame ends. Called by the minigame logic.

◆ GetConfiguration()

abstract IGameConfiguration Antura.Minigames.MiniGameController.GetConfiguration ( )
protectedpure virtual

Specify which is the game configuration class for this game

◆ GetCurrentState()

IState Antura.Minigames.MiniGameController.GetCurrentState ( )

◆ GetGravity()

virtual Vector3 Antura.Minigames.MiniGameController.GetGravity ( )
protectedvirtual

Gravity

◆ GetInitialState()

abstract IState Antura.Minigames.MiniGameController.GetInitialState ( )
protectedpure virtual

Specify which is the first state of this game using this method

◆ OnInitialize()

abstract void Antura.Minigames.MiniGameController.OnInitialize ( IGameContext  context)
protectedpure virtual

Implement game's construction steps inside this method.

◆ SetCurrentState()

void Antura.Minigames.MiniGameController.SetCurrentState ( IState  state)

◆ Start()

virtual void Antura.Minigames.MiniGameController.Start ( )
protectedvirtual

Property Documentation

◆ Context

IGameContext Antura.Minigames.MiniGameController.Context
get

The current game context. Managers are accessed through this.

◆ StarsScore

int Antura.Minigames.MiniGameController.StarsScore
get

The score in number of stars assigned to this minigame.

◆ StateManager

StateMachineManager Antura.Minigames.MiniGameController.StateManager
get

Access the GameStateManager that controls the minigame's FSM.

Event Documentation

◆ OnGameEnded

GameResultAction Antura.Minigames.MiniGameController.OnGameEnded

Event raised whenever the game ends.


The documentation for this class was generated from the following file: