void EndScene() { SurvivalEnemySpawnManager.DisableSpawning(); SurvivalEnemyAI.DisableAttack(); foreach (Transform enemy in enemyFolder) { enemy.GetComponent <SurvivalEnemyAI>().enabled = false; } player.enabled = false; CountdownClock.RequestStopClock(); CountdownClock.OnTimeEnd -= EndScene; }
void CompleteAndEnd(bool completed) { CountdownClock.RequestStopClock(); CountdownClock.OnTimeEnd -= EndScene; player.CancelInvoke(); player.enabled = false; PlaySessionManager.instance.CompleteDream( completed, clock.GetRemainingMin() * 60 + clock.GetRemainingSec(), levelData.timerMinutes * 60 + levelData.timerSeconds, levelProgress ); }