private void AddWin(LevelFinishedReason i_reason, GameObject i_NPC)
    {
        WinConditionsAchieved++;

        if (WinConditionsAchieved >= WinConditionsRequired)
        {
            MessageCenter.Instance.Broadcast(new LevelFinishedMessage(LevelFinishedType.Win, i_reason, i_NPC));
        }
    }
    private void AddFail(LevelFinishedReason i_reason, GameObject i_NPC)
    {
        LossConditionsAchieved++;

        if (LossConditionsAchieved >= LossConditionsRequired)
        {
            MessageCenter.Instance.Broadcast(new LevelFinishedMessage(LevelFinishedType.Loss, i_reason, i_NPC));
        }
    }
Esempio n. 3
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 public LevelFinishedMessage(LevelFinishedType i_levelFinishedType, LevelFinishedReason i_levelFinishedReason, GameObject i_NPC) : base(MessageType.LevelFinished)
 {
     Type   = i_levelFinishedType;
     Reason = i_levelFinishedReason;
     NPC    = i_NPC;
 }
Esempio n. 4
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 public LevelFinishedMessage(LevelFinishedType i_levelFinishedType, LevelFinishedReason i_levelFinishedReason) : base(MessageType.LevelFinished)
 {
     Type   = i_levelFinishedType;
     Reason = i_levelFinishedReason;
     NPC    = null;
 }
	public LevelFinishedMessage( LevelFinishedType i_levelFinishedType, LevelFinishedReason i_levelFinishedReason, GameObject i_NPC ) : base( MessageType.LevelFinished )
	{
		Type = i_levelFinishedType;
		Reason = i_levelFinishedReason;
		NPC = i_NPC;
	}
	public LevelFinishedMessage( LevelFinishedType i_levelFinishedType, LevelFinishedReason i_levelFinishedReason ) : base( MessageType.LevelFinished )
	{
		Type = i_levelFinishedType;
		Reason = i_levelFinishedReason;
		NPC = null;
	}