public void Iterate() { _currentActionIndex++; UpdateEscalation(false); // Reset the action and rumble timer. _actionTimer.Reset(); _rumbleTimer.Reset(); _rumbleEscalation = (EscalationLevel)Mathf.Clamp((int)_rumbleEscalation--, 0, 4); UpdateAnimation(); if (_currentActionIndex >= _actionQueue.Actions.Count) { // Finished with the queue! Debug.Log("Finished with the queue!", this); // Clear the action timer. _actionTimer = null; _currentActionIndex = 0; // Stop the rumble timer. _rumbleTimer = null; _rumbler.StopTheRumble(); WinGame(); return; } UpdateActiveHotSpot(); DisplayActionToTake(); }
public void UpdateEscalation(bool increment) { if (increment) { MonsterEscalationLevel++; } else { MonsterEscalationLevel--; } MonsterEscalationLevel = (EscalationLevel)Mathf.Clamp((int)MonsterEscalationLevel, 0, 4); //UpdateAnimation(); }