public void KillBoss(Header.Bosses boss) { dayWin = true; day++; actions = 0; if (day >= 4) { Restart(); } else { switch (boss) { case Header.Bosses.ZOMBIE: liveBosses[boss] = false; playerSkills[Header.Skills.SHIELD] = true; dialogueFlags[Header.Flags.Boss0Win] = true; break; case Header.Bosses.GOAT: liveBosses[boss] = false; playerSkills[Header.Skills.HEAL] = true; dialogueFlags[Header.Flags.Boss1Win] = true; break; case Header.Bosses.DOG: Debug.Log("oooooooo"); liveBosses[boss] = false; playerSkills[Header.Skills.BLOCK] = true; dialogueFlags[Header.Flags.Boss2Win] = true; break; case Header.Bosses.SHARK: liveBosses[boss] = false; playerSkills[Header.Skills.JUMP] = true; dialogueFlags[Header.Flags.Boss3Win] = true; break; } //UnityEngine.SceneManagement.SceneManager.LoadScene("DialogueBoxTesting"); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { type = animator.GetComponent <Boss2>().type; }
public bool IsDead(Header.Bosses boss) { return(!(bool)liveBosses[boss]); }