private void OnEveryoneDieInRoom(Room.EveryoneDied eventObject)
 {
     if (eventObject.Room.GetRoomType() == Room.RoomType.Reactor)
     {
         _spriteRenderer.enabled = false;
     }
 }
Exemple #2
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 private void OnEveryoneDieInRoom(Room.EveryoneDied eventObject)
 {
     if (eventObject.Room.GetRoomType() != Room.RoomType.Default)
     {
         AudioSource.PlayClipAtPoint(_roomPowerDown, Camera.main.transform.position);
     }
 }
Exemple #3
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        private void OnEveryoneDieInRoom(Room.EveryoneDied everyoneDiedEvent)
        {
            var room = everyoneDiedEvent.Room;

            if (room.GetRoomType() != _roomType)
            {
                return;
            }
            Background.interactable = false;
            RoomDisabled.gameObject.SetActive(true);
        }
Exemple #4
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    private void OnEveryoneDieInRoom(Room.EveryoneDied everyoneDiedEvent)
    {
        if (everyoneDiedEvent.Room.GetRoomType() != Room.RoomType.MedicalBay)
        {
            return;
        }

        enabled = false;

        _activeState.SetActive(false);
        _inactiveState.SetActive(true);
    }
    private void OnEveryoneDieInRoom(Room.EveryoneDied everyoneDiedEvent)
    {
        var playerCharacter = _playerCharacterSpawner.character;

        switch (everyoneDiedEvent.Room.GetRoomType())
        {
        case Room.RoomType.Workshop:
            var weapon = playerCharacter.Inventory.GetArmSlotItem(ArmSlotType.Primary) as RangedWeaponInfo.RangedWeapon;
            weapon.ReloadDurationScale = 2f;
            break;

        case Room.RoomType.Reactor:
            Camera.main.GetComponent <WarFogPostEffectRenderer>().SetBrightness(0.4f);
            break;
        }
    }
Exemple #6
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 private void OnEveryoneDieInRoom(Room.EveryoneDied everyoneDiedEvent)
 {
     Debug.LogFormat("Everyone died in {0}", everyoneDiedEvent.Room);
 }