void animalSaved(Animal_Controller.ANIMAL_TYPE type)
    {
        switch (type)
        {
        case Animal_Controller.ANIMAL_TYPE.CHICKEN:
            chickenSource.Play();
            break;

        case Animal_Controller.ANIMAL_TYPE.COW:
            cowSource.Play();
            break;

        case Animal_Controller.ANIMAL_TYPE.PIG:
            pigSource.Play();
            break;

        default:
            break;
        }
    }
Ejemplo n.º 2
0
    public void EventAnimalSaved(Animal_Controller.ANIMAL_TYPE type)
    {
        // Add Points depending on animal
        // Change Animals Saved
        // Check if equals Animals Needed
        // if so, then enter round over state

        switch (type)
        {
        case Animal_Controller.ANIMAL_TYPE.COW:
            points += 10;
            break;

        case Animal_Controller.ANIMAL_TYPE.PIG:
            points += 25;
            break;

        case Animal_Controller.ANIMAL_TYPE.CHICKEN:
            points += 50;
            break;

        default:
            break;
        }

        animalsSaved++;

        if (animalsSaved >= animalsNeeded)
        {
            // Change state to round over
            // Start coroutine
            // Do only if state is in play, then call method end round given round number
            if (state == ROUND_STATE.PLAY)
            {
                StartCoroutine("EndRoundCoroutine");
            }
        }
    }
Ejemplo n.º 3
0
 public void EventAnimalCaptured(Animal_Controller.ANIMAL_TYPE type)
 {
     // subtract points?
     // add multiplier when chaining animal saving?
 }