void StartFirstFloor() { cutScene = true; playerControl.levelGenerationDone = false; firstFloorStart.TriggerDialogue(); gameDialogState = GameDialogState.FIRST_FLOOR_START; }
void StartSecondFloor() { cutScene = true; playerControl.levelGenerationDone = false; secondFloorStart.TriggerDialogue(); gameDialogState = GameDialogState.SECOND_FLOOR_START; }
public virtual void CotinueEvent() { switch (gameDialogState) { case GameDialogState.FIRST_FLOOR_START: playerControl.levelGenerationDone = true; gameDialogState = GameDialogState.FIRST_FLOOR_END; cutScene = false; break; case GameDialogState.SECOND_FLOOR_START: playerControl.levelGenerationDone = true; gameDialogState = GameDialogState.SECOND_FLOOR_END; cutScene = false; break; default: case GameDialogState.NONE: break; } }
void Start() { gameState.gameController = gameObject.GetComponent <GameController>(); audioSource = gameObject.GetComponent <AudioSource>(); gameState.playerLocation = playerControl.transform; gameFloor = gameState.gameFloor; floor.text = "Floor " + gameState.gameFloor.ToString(); maxNumEnemies = gameState.maxNumEnemies; currNumEnemies = 0; cutScene = false; gameDialogState = GameDialogState.NONE; // Update player here playerControl.playerWeapon.damage += gameState.attackIncreased; playerControl.fireRate += gameState.firerateIncreased; playerControl.player.maxHealth += gameState.healthIncreased; playerControl.playerWeapon.UpgradeBulk(gameState.playerWeaponUpgrades); if (gameState.currHealth != 0) { playerControl.player.health = gameState.currHealth; playerControl.player.HandleHealthBar(); } if (gameFloor == gameState.maxGameFloor - 1) { StartFirstFloor(); } if (gameFloor == gameState.maxGameFloor - 2) { StartSecondFloor(); } Invoke("UpdateGraph", 5f); InvokeRepeating("SpawnEnemiesConstant", 7f, 2f); }