/// <summary> /// Get a tip to show on screen for entering/exiting. /// </summary> /// <param name="transitionType">Transition in action.</param> /// <returns>Tip</returns> private string GetTip(PlayerEnterExit.TransitionType transitionType) { SetSeed(); const int maxValue = 5; switch (Random.Range(0, maxValue)) { case 0: // Generic tips return(RandomTip(tips.generic)); case 1: // Based on player informations return(RandomTip(PlayerTips())); case 2: // Scaled on level int playerLevel = GameManager.Instance.PlayerEntity.Level; return(RandomTip(ScaledTips(playerLevel))); default: // Location bool inDungeon = (transitionType == PlayerEnterExit.TransitionType.ToDungeonInterior); return(RandomTip(LocationTips(inDungeon))); } }
IEnumerator Loading(PlayerEnterExit.TransitionType transitionType) { yield return(new WaitUntil(() => loading == false)); Reset(); if (transitionType == PlayerEnterExit.TransitionType.ToBuildingInterior || transitionType == PlayerEnterExit.TransitionType.ToDungeonInterior) { CheckInterior(); } else { inPlayerHome = false; inPlayerShip = false; inPlayerShipExterior = false; } }