Ejemplo n.º 1
0
 public void PhaseUpdate(ILevelContext context)
 {
     // The level director naturally won't advance phases
     // if there is an active text writer, so no need to
     // check here <3
     context.FlagAsComplete();
 }
Ejemplo n.º 2
0
 public void PhaseUpdate(ILevelContext context)
 {
     if (fadeObject == null)
     {
         context.FlagAsComplete();
     }
 }
Ejemplo n.º 3
0
 public void PhaseUpdate(ILevelContext context)
 {
     if (!Object.FindObjectsOfType <SuicideEnemyAIBehavior>().Any())
     {
         context.FlagAsComplete();
     }
 }
Ejemplo n.º 4
0
 public void PhaseUpdate(ILevelContext context)
 {
     if (timerReached)
     {
         Debug.Log("done");
         context.FlagAsComplete();
     }
 }
Ejemplo n.º 5
0
        public void PhaseUpdate(ILevelContext context)
        {
            // This method is used for spawning more enemies, or checking if the phase is completed

            if (intervalReached)
            {
                // Check to see if any enemies exist
                if (!ComponentBase.ComponentExists <ShooterEnemyAIBehavior>() && flyingVObject == null)
                {
                    // todo: prevent from calling complete phase directly
                    context.FlagAsComplete();
                }
            }
        }