public void InDanger(bool status, How2Die cause) { //inDanger = status; //dangerCause = cause; //if (inDanger) { // AudioManager.I.PlaySfx(Sfx.DangerClock); //} else { // AudioManager.I.StopSfx(Sfx.DangerClock); //} }
public void RoundLost(How2Die how) { if (currentState != DontWakeUpMinigameState.RoundEnd) { currentState = DontWakeUpMinigameState.RoundEnd; resetDanger(); myLetter.SetActive(false); AudioManager.I.StopSfx(Sfx.DangerClock); AudioManager.I.PlaySfx(Sfx.Lose); if (LivesLeft > 0) { LivesLeft = LivesLeft - 1; UpdateLivesContainer(); } Instantiate(ExplosionParticles, myLetter.transform.position, Quaternion.identity); switch (how) { case How2Die.TouchedAlarm: currentLevelController.DoAlarmEverything(); AnturaHasWokenUp(); Invoke("RoundLostAlarmsFinished", 2); break; case How2Die.TouchedDog: AnturaHasWokenUp(); CameraGameplayController.I.MoveToPosition(CameraWakeUpAntura.transform.position, CameraWakeUpAntura.transform.rotation); Invoke("RoundLostTouchedDogFinished", 3); break; case How2Die.TooFast: Invoke("RoundLostTooFastFinished", 2); break; case How2Die.Fall: Invoke("RoundLostFallFinished", 1); break; } } }