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)); } }
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; }
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; }