Beispiel #1
0
    public override void Enter(NewObjectThief objectThief)
    {
        UnrestManager.GetInstance().UpdateUnrest(+1);
        objectThief.DropItem();
        objectThief.ToggleMarionetteStrings(false);

        despawnTime = objectThief.GetDespawnAfterDeathTime();
    }
    //Made by Petter
    private IEnumerator UnrestChange()
    {
        while (placedObject != null)
        {
            yield return(new WaitForSecondsRealtime(timeOnGroundBeforeUnrestIncrease));

            UnrestManager.GetInstance().UpdateUnrest(value);
        }
    }
Beispiel #3
0
    private IEnumerator UnrestChange()
    {
        onGround = true;
        while (onGround)
        {
            yield return(new WaitForSecondsRealtime(timeOnGroundBeforeUnrestIncrease));

            UnrestManager.GetInstance().UpdateUnrest(value);
        }
    }
Beispiel #4
0
    private IEnumerator Spawn(int nrOfEnemies)
    {
        EnemySpawnLocation enemySpawnLocation = enemySpawnLocations[RandomManager.GetRandomNumber(0, enemySpawnLocations.Length)];

        for (int i = 0; i < nrOfSpawnsPerWave; i++)
        {
            enemySpawnLocation.objectPool.Get(enemySpawnLocation.objectPool.transform.position, enemySpawnLocation.objectPool.transform.rotation);
        }

        yield return(new WaitForSecondsRealtime(timeBetweenSpawn + (UnrestManager.GetInstance().CurrentUnrest *unrestModifier)));

        StartCoroutine(Spawn(nrOfEnemies));
    }
 private void Update()
 {
     if (fireHolder.isLit)
     {
         secondsThatTheLanternHasBeenLit += Time.deltaTime;
         if (secondsThatTheLanternHasBeenLit >= secondsLitForUnrestDecrease)
         {
             secondsThatTheLanternHasBeenLit = 0f;
             UnrestManager.GetInstance().UpdateUnrest(-1);
         }
     }
     else
     {
         secondsThatTheLanternHasBeenLit = 0f;
     }
 }