private void OnBecameInvisible() { print("outofsight"); if (!disableReload) { gameManager.Reload(); energyManager.ResetEnergy(); } }
IEnumerator RestartFromLastCheckPoint(float time) { //print("restart"); GameObject checkPoint = GameObject.Find("checkpoint"); yield return(new WaitForSeconds(time)); littleOne.transform.position = checkPoint.transform.position; //print(checkPoint.transform.position); //print(littleOne.transform.position); health = GameState.maxHealth; energyManager.ResetEnergy(); //stateManager.SaveState(); EventManager.TriggerReload(); }
public IEnumerator StartPlayerTurn() { yield return(null); _energyManager.ResetEnergy(); _commandPointManager.AddPerTUrnPoints(); _enemyManager.PickNextActions(); // prob turn this into a coroutine to dish cards out over the course of half a second rather than instantly? for (int i = 0; i < _cardDrawPerTurn; i++) { _deckManager.DrawCard(); yield return(new WaitForSeconds(0.25f)); } GamePhase = GamePhase.PlayerTurn; yield return(null); }