void OnLevelStateChange(LevelManager.LevelStates newState) { switch (newState) { case LevelManager.LevelStates.Setup: onStateChange(PlayerStateController.PlayerStates.Idle); break; case LevelManager.LevelStates.Intro: onStateChange(PlayerStateController.PlayerStates.Idle); break; case LevelManager.LevelStates.Running: onStateChange(PlayerStates.Running); break; case LevelManager.LevelStates.Paused: onStateChange(PlayerStates.Idle); break; case LevelManager.LevelStates.GameOver: onStateChange(PlayerStates.Idle); break; case LevelManager.LevelStates.Complete: onStateChange(PlayerStates.Idle); break; } _currentLevelState = newState; }
void OnLevelStateChange(LevelManager.LevelStates newState) { switch (newState) { case LevelManager.LevelStates.Setup: _currentEnemeySpawnerState = EnemySpawnerStates.Idle; break; case LevelManager.LevelStates.Intro: _currentEnemeySpawnerState = EnemySpawnerStates.Idle; break; case LevelManager.LevelStates.Running: _currentEnemeySpawnerState = EnemySpawnerStates.Running; break; case LevelManager.LevelStates.Paused: _currentEnemeySpawnerState = EnemySpawnerStates.Idle; break; case LevelManager.LevelStates.GameOver: _currentEnemeySpawnerState = EnemySpawnerStates.Idle; break; case LevelManager.LevelStates.Complete: _currentEnemeySpawnerState = EnemySpawnerStates.Idle; break; } }
public void OnLevelStateChange(LevelManager.LevelStates newState) { _currentLevelState = newState; }