// Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.P))
     {
         mapManager.DebugGoToNextStage();
     }
     if (Input.GetKeyDown(KeyCode.L))
     {
         if (mapManager.GetStage() == MapManger.Stages.BOSS)
         {
         }
         else
         {
             enemyManager.DebugSpawnNextWave();
         }
     }
     if (Input.GetKeyDown(KeyCode.Alpha0))
     {
         if (godModeEnabled)
         {
             godModeEnabled = false;
         }
         else
         {
             godModeEnabled = true;
         }
         player.SetPlayerGodMode(godModeEnabled);
     }
     if (Input.GetKeyDown(KeyCode.Alpha1))
     {
         player.GetComponent <TimeManager>().DebugSwitchGTL(0);
     }
     if (Input.GetKeyDown(KeyCode.Alpha2))
     {
         player.GetComponent <TimeManager>().DebugSwitchGTL(1);
     }
     if (Input.GetKeyDown(KeyCode.Alpha3))
     {
         player.GetComponent <TimeManager>().DebugSwitchGTL(2);
     }
 }
Beispiel #2
0
 public void StartWait()
 {
     if (squadronIndex >= squadrons.Length && !done)
     {
         mm.GoToNextStage();
         done = true;
         //Destroy(gameObject);
     }
     else
     {
         if ((squadronIndex == lastIntroEnemyIndex) && (mm.GetStage() == MapManger.Stages.INTRO))
         {
             StartNextPhase();
         }
         else
         {
             if ((!instantiatingSubSquads))
             {
                 if (squadronIndex < squadrons.Length)
                 {
                     waitingTime = delayTime[squadronIndex];
                 }
                 waitForDelay = true;
             }
         }
     }
     if (squadronIndex == minibossSquadronIndex)
     {
         mm.NotifyManagerSpawnedMinidboss();
     }
     //Tutorial 1
     if (!firstTutorial)
     {
         firstTutorial = true;
         GameObject.FindGameObjectWithTag("Player").GetComponent <SwitchablePlayerController>().onTutorial = true;
     }
 }