Fixed end of game trigger on subsequent game. Fixed score not being saved after not entering name.
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10 changed files with 395 additions and 108 deletions
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@ -73,9 +73,40 @@ namespace UI
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{
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RoomRewards.ChestRewarded -= HandleChestRewarded;
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chestPopUpController.BlackDieSelected -= BlackDieAbilityGained;
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chestPopUpController.KeySelected -= TorchAbilityGained;
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chestPopUpController.ArmorAndDiamondSelected -= HealthAndDiamondGained;
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GameManager.EndOfGame -= HandleEndOfGame;
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chestPopUpController.BlackDieSelected -= chestRewardSelection.HandleBlackDiceSelected;
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chestPopUpController.KeySelected -= chestRewardSelection.HandleTorchSelected;
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chestPopUpController.ArmorAndDiamondSelected -= chestRewardSelection.HandleDiamondAndLifeSelected;
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hudController.RollClicked -= diceRoller.RollDice;
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hudController.PassClicked -= passManager.OnPassClicked;
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diceRoller.Enabled -= () => hudController.SetDiceRollerEnabled(true);
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diceRoller.Disabled -= () => hudController.SetDiceRollerEnabled(false);
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startingBlackDieAbility.MarkUseUsedEvent -= hudController.MarkStartingBlackDieAbilityUsed;
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startingBlackDieAbility.UnmarkUseUsedEvent -= hudController.UnmarkStartingBlackDieAbilityUsed;
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hudController.StartingBlackDieAbilityClicked -= startingBlackDieAbility.UseClicked;
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blackDieAbility.MarkUseUsedEvent -= hudController.MarkBlackDieAbilityUsed;
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blackDieAbility.UnmarkUseUsedEvent -= hudController.UnmarkStartingBlackDieAbilityUsed;
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blackDieAbility.AbilityGained -= hudController.SetBlackDieAbilityEnabled;
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hudController.BlackDieAbilityClicked -= blackDieAbility.UseClicked;
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chestRewardSelection.ArmorAndDiamondNoLongerAvailable -= chestPopUpController.DisableArmorAndDiamond;
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chestRewardSelection.TorchNoLongerAvailable -= chestPopUpController.DisableKey;
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chestRewardSelection.BlackDieNoLongerAvailable -= chestPopUpController.DisableBlackDie;
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torchAbility.AbilityGained -= hudController.SetKeyAbilityEnabled;
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TorchAbility.TorchAbilityUsed -= hudController.MarkKeyAbilityUsed;
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hudController.KeyAbilityClicked -= torchAbility.UseClicked;
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player.DiamondCountUpdated -= hudController.SetDiamondCount;
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player.HealthUpdated -= hudController.SetHealth;
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armorAbility.ArmorAbilityGained -= hudController.SetArmorAbilityEnabled;
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armorAbility.MarkAbilityUsed -= hudController.MarkArmorAbilityUsed;
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}
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private void Start()
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