private void OnEveryoneDieInRoom(Room.EveryoneDied eventObject) { if (eventObject.Room.GetRoomType() == Room.RoomType.Reactor) { _spriteRenderer.enabled = false; } }
private void OnEveryoneDieInRoom(Room.EveryoneDied eventObject) { if (eventObject.Room.GetRoomType() != Room.RoomType.Default) { AudioSource.PlayClipAtPoint(_roomPowerDown, Camera.main.transform.position); } }
private void OnEveryoneDieInRoom(Room.EveryoneDied everyoneDiedEvent) { var room = everyoneDiedEvent.Room; if (room.GetRoomType() != _roomType) { return; } Background.interactable = false; RoomDisabled.gameObject.SetActive(true); }
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; } }
private void OnEveryoneDieInRoom(Room.EveryoneDied everyoneDiedEvent) { Debug.LogFormat("Everyone died in {0}", everyoneDiedEvent.Room); }