public void Update_State(Boss_States state) { if (!Has_Died) { State = state; switch (state) { case Boss_States.Cinematic: break; case Boss_States.Attack: // Make Boss Health bar visible HUD.Start_Battle(); break; case Boss_States.Wait: break; case Boss_States.Dead: // Update HUD HUD.End_Battle(); // Fade out Boss Music slowly Audio_Mixer_Control.current.Fade_Boss(-80, 0.4f); // Disable hurt Box and hitbox Electricity_Manager_Hit_Box.enabled = false; Attack_Box.SetActive(false); // Block any other state pdates Has_Died = true; // Play death sound Audio_Prefab_Sp.Play_A_Sound(0); // Load next Level Boss_Load_Next_Le.Load_Next_Level(); break; default: break; } // Update States for all script in need Electricity_Manager_Mo.Update_State(state); Electricicy_Manager_At.Update_State(state); Electricity_Manager_An.Update_State(state); //Doom_Shroom_Att.Update_State(state); Debug.Log("Updated Boss states to " + Get_States()); } }
public void Update_State(Boss_States state) { if (!Has_Died) { State = state; switch (state) { case Boss_States.Cinematic: break; case Boss_States.Attack: HUD.Start_Battle(); break; case Boss_States.Wait: break; case Boss_States.Dead: // Set Colision to trigger to make player able to walk "arround" the boss and stop gravity to prevent boss from falling ito the void RGB_Slime_RB.gravityScale = 0; RGB_Slime_Collision.isTrigger = true; // Update HUD HUD.End_Battle(); // Disable hurt Box and RGB_Slime_HitBox.Is_Enabled = false; RGB_Slime_Mo.Freeze(); // Block any other state pdates Has_Died = true; // Fade out Boss music Audio_Mixer_Control.current.Fade_Boss(-80, 0.6f); // Load next level Boss_Load_Next_Le.Load_Next_Level(); break; default: break; } // Update States for all script in need RGB_Slime_Mo.Update_State(state); RGB_Slime_Att.Update_State(state); Debug.Log("Updated Boss states to " + Get_States()); } }
public void Update_State(Boss_States state) { if (!Has_Died) { State = state; // Call functions expected functions when there is a new state switch (state) { case Boss_States.Cinematic: break; case Boss_States.Attack: Doom_Shroom_Mo.Refresh_Ground_Check(); HUD.Start_Battle(); break; case Boss_States.Wait: break; case Boss_States.Dead: // Set Colision to trigger to make player able to walk "arround" the boss and stop gravity to prevent boss from falling ito the void Doom_Shroom_RB.gravityScale = 0; Doom_Shroom_Collision.isTrigger = true; // Update HUD HUD.End_Battle(); // Fade out Boss Music slowly Audio_Mixer_Control.current.Fade_Boss(-80, 0.4f); // Disable hurt Box and Doom_Shroom_HitBox.Is_Enabled = false; // Block any other state pdates Has_Died = true; // Change level Boss_Load_Next_Le.Load_Next_Level(); break; default: break; } // Update States for all script in need Doom_Shroom_Mo.Update_State(state); Doom_Shroom_Att.Update_State(state); Debug.Log("Updated Boss states to " + Get_States()); } }
// Update state and launch apropriate functions public void Update_State(Boss_States state) { State = state; if (!Has_Died) { switch (State) { case Boss_States.Cinematic: break; case Boss_States.Attack: HUD.Start_Battle(); break; case Boss_States.Wait: break; case Boss_States.Dead: HUD.End_Battle(); Store_Janitor_HitBox.Is_Enabled = false; // Update other scripts Store_Janitor_Mo.Update_State(State); Store_Janitor_Att.Update_State(State); // Set variable Has_Died = true; // Load Next Level Boss_Load_Next_Le.Load_Next_Level(); // Fade out boss music volume Audio_Mixer_Control.current.Fade_Boss(-80, 0.5f); break; default: break; } // Update movement Store_Janitor_Mo.Update_State(State); Store_Janitor_Att.Update_State(State); Store_Janitor_He.Update_State(State); Debug.Log("Updated state to " + State); } }
public void Update_State(Boss_States state) { State = state; Debug.Log("Electricity Manager Mo state = " + State); }
// Update state when called public void Update_State(Boss_States state) { State = state; Debug.Log("Mouvement States = " + State); }
// Update local state public void Update_State(Boss_States state) { State = state; }
// Update state when called public void Update_State(Boss_States state) { State = state; Debug.Log("Store Janitor Mo state = " + State); }