protected override IEnumerator SoloModeRestart()
        {
            if (PlayerPrefabs.Count() <= 0)
            {
                yield break;
            }

            if (LevelCameraController != null)
            {
                LevelCameraController.FollowsPlayer = false;
            }

            yield return(new WaitForSeconds(RespawnDelay));

            if (LevelCameraController != null)
            {
                LevelCameraController.FollowsPlayer = true;
            }

            //if (CurrentCheckPoint != null) {
            //CurrentCheckPoint.SpawnPlayer(Players[0]);
            //}

            _started = DateTime.UtcNow;

            gameOverGUI.SetActive(true);
            // we send a new points event for the GameManager to catch (and other classes that may listen to it too)
            //MMEventManager.TriggerEvent(new CorgiEnginePointsEvent(PointsMethods.Set, _savedPoints));
            // we trigger a respawn event
            //MMEventManager.TriggerEvent(new CorgiEngineEvent(CorgiEngineEventTypes.Respawn));
        }
Esempio n. 2
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    /// <summary>
    /// Coroutine that kills the player, stops the camera, resets the points.
    /// </summary>
    /// <returns>The player co.</returns>
    protected IEnumerator SoloModeRestart(Character player, Transform respawnPoint, Character.FacingDirections facingDirection)
    {
        if ((PlayerPrefabs.Count() <= 0) && (SceneCharacters.Count <= 0))
        {
            yield break;
        }

        MMCameraEvent.Trigger(MMCameraEventTypes.StopFollowing);
        CharacterSwapManager.DisableSwap();
        yield return(new WaitForSeconds(RespawnDelay));

        CharacterSwapManager.EnableSwap();

        // if we've setup our game manager to use lives (meaning our max lives is more than zero)
        if (GameManager.Instance.MaximumLives > 0)
        {
            int lastCurrentLives = GameManager.Instance.CurrentLives;
            // we lose a life
            GameManager.Instance.LoseLife();
            Config.currentLives = GameManager.Instance.CurrentLives;
            var currentLives = GameManager.Instance.CurrentLives;
            //nếu đang ở level không cho phép hồi sinh dưới 0 mạng
            if (Config.currentSceneIndex > Config.UNLIMIT_LIVE_LEVEL)
            {
                //nếu âm mạng hoặc mạng đang bằng 0 từ đầu ván thì ending
                //còn nếu mạng về 0 thì vẫn cho chơi nốt một lần
                if (currentLives < 0 || (currentLives == 0 && lastCurrentLives == 0))
                {
                    StickmanManager.Instance.ShowRevivePanel();

                    yield return(new WaitUntil(() => !StickmanManager.Instance.isWaitToRevive));

                    yield return(null);
                }
            }
        }

        MMCameraEvent.Trigger(MMCameraEventTypes.StartFollowing);
        player.RespawnAt(respawnPoint, facingDirection);

        _started = DateTime.UtcNow;
        // we send a new points event for the GameManager to catch (and other classes that may listen to it too)
        CorgiEnginePointsEvent.Trigger(PointsMethods.Set, 0);
        // we trigger a respawn event
        ResetLevelBoundsToOriginalBounds();
        CorgiEngineEvent.Trigger(CorgiEngineEventTypes.Respawn);
    }
Esempio n. 3
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 private void Awake()
 {
     Instance = this;
 }