private void OnLevelEnd(EventDefiner.LevelEnd evt)
 {
     if (evt.LevelSuccess)
     {
         StartCoroutine(PlayerShrink());
     }
 }
    private void OnLevelEnd(EventDefiner.LevelEnd evt)
    {
        if (!levelEnding)
        {
            levelEnding = true;

            if (evt.LevelSuccess)
            {
                winAnim.SetTrigger("Start");
            }
            else
            {
                loseAnim.SetTrigger("Start");
            }
        }
    }
    private void OnLevelEnd(EventDefiner.LevelEnd evt)
    {
        //Ensure this method only fires once, so we don't save a success if the player fails first.
        if (levelEnding)
        {
            return;
        }
        levelEnding = true;

        //If the level was cleared,
        if (evt.LevelSuccess)
        {
            //Attempt to save this level's completion to a file.
            //If we have a reference to the gold bolt, see if it was collected (i.e. is not active).
            //If not, default to false.
            SaveManager.SaveDataToFile
            (
                SceneManager.GetActiveScene().buildIndex,
                goldBolt ? !goldBolt.activeSelf : false
            );
        }
    }
Example #4
0
 private void OnLevelEnd(EventDefiner.LevelEnd _)
 {
     focalObj = null;
 }
Example #5
0
 private void OnLevelEnd(EventDefiner.LevelEnd _)
 {
     //This ensures that the player cannot void out while winning or losing, which would potentially
     //cause overlap issues
     canVoidOut = false;
 }
 private void OnLevelEnd(EventDefiner.LevelEnd evt)
 {
     levelEnding = true;
 }
Example #7
0
 private void OnLevelTransition(EventDefiner.LevelEnd _)
 {
     levelTransitioning = true;
 }
 private void OnLevelEnd(EventDefiner.LevelEnd evt)
 {
     StartCoroutine(ShowPanel(evt.LevelSuccess));
     StartCoroutine(FadeBetween(Color.clear, Color.black, levelFadeOutTime));
 }