private void Start() { ClearAllDecisionData(); _currentOffsetRemaining = playerCheckPointSaveOffset; _lastSafeDecisionPoint = initialDecisionPoint; _previousDecisionPoints = new List <DecisionPoint>(); singleFader.OnFadeOutComplete += ResetPlayerPositionOnFadeOut; }
public void DecrementOffsetOnSuccessPlayer(DecisionPoint decisionPoint) { _currentOffsetRemaining -= 1; _previousDecisionPoints.Add(decisionPoint); if (_currentOffsetRemaining <= 0) { _previousDecisionPoints.RemoveAt(0); _lastSafeDecisionPoint = _previousDecisionPoints[_previousDecisionPoints.Count - 1]; } }
private void ClearAllDecisionData() { _leftArrowAllowed = false; _rightArrowAllowed = false; _topArrowAllowed = false; _bottomArrowAllowed = false; leftArrowAnimator.SetBool(EnableParam, false); rightArrowAnimator.SetBool(EnableParam, false); topArrowAnimator.SetBool(EnableParam, false); bottomArrowAnimator.SetBool(EnableParam, false); _currentDecisionPoint = null; }
public void RegisterDecisionPoint(DecisionPoint decisionPoint) => _currentDecisionPoint = decisionPoint;