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 ); } }
private void OnLevelEnd(EventDefiner.LevelEnd _) { focalObj = null; }
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; }
private void OnLevelTransition(EventDefiner.LevelEnd _) { levelTransitioning = true; }
private void OnLevelEnd(EventDefiner.LevelEnd evt) { StartCoroutine(ShowPanel(evt.LevelSuccess)); StartCoroutine(FadeBetween(Color.clear, Color.black, levelFadeOutTime)); }