Beispiel #1
0
        private void HandlePlayerDeath(HealthBehaviour player)
        {
            player.OnDeath -= HandlePlayerDeath;

            tryAgainPanel.SetActive(true);

            Cursor.visible   = true;
            Cursor.lockState = CursorLockMode.None;
        }
Beispiel #2
0
        private void Start()
        {
            playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <HealthBehaviour>();
            targets      = GetComponentsInChildren <HealthBehaviour>().ToList();

            playerHealth.OnDeath += HandlePlayerDeath;

            foreach (var target in targets)
            {
                target.OnDeath += HandleTargetDeath;
            }
        }
Beispiel #3
0
        private void Start()
        {
            playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <HealthBehaviour>();
            targets      = GetComponentsInChildren <HealthBehaviour>().ToList();

            playerHealth.OnDeath += HandlePlayerDeath;

            foreach (var target in targets)
            {
                target.OnDeath += HandleTargetDeath;
            }

            Cursor.visible   = false;
            Cursor.lockState = CursorLockMode.Locked;
        }
Beispiel #4
0
        private void HandleTargetDeath(HealthBehaviour target)
        {
            target.OnDeath -= HandleTargetDeath;

            targets.Remove(target);

            if (targets.Count != 0)
            {
                return;
            }

#if UNITY_EDITOR
            int sceneIndex = SceneManager.GetActiveScene().buildIndex;
            PlayerPrefs.SetInt($"Scene_{sceneIndex}", 1);
#endif
            playerHealth.gameObject.SetActive(false);
            wellDonePanel.SetActive(true);

            Cursor.visible   = true;
            Cursor.lockState = CursorLockMode.None;
        }