/// <summary> /// Call this method when enemy is downed. /// </summary> /// <param name="enemyType">Enemy type.</param> private void BaseEnemyController_OnOnEnemyDied(EnemyType enemyType) { switch (enemyType) { case EnemyType.Blue: _currentScore += _BlueScore; break; case EnemyType.Red: _currentScore += _RedScore; break; case EnemyType.Green: _currentScore += _GreenScore; break; } OnScoreUpdate?.Invoke(_currentScore); if (_isPause == false && TotalActiveEnemy <= 0 && _isAllSpawned) { _isPause = true; OnStageClear?.Invoke(); } }
public static void StageClear() { OnStageClear?.Invoke(); }