void OnStateChangeHandler(PlayerStats.PlayerState newState) { if (enemyState == EnemyState.Alive) { if (newState == PlayerStats.PlayerState.Dead) { DisableObject(); } else { EnableObject(); } } else if (enemyState == EnemyState.Dead) { if (newState == PlayerStats.PlayerState.Alive) { DisableObject(); } else { EnableObject(); } } }
void Start() { //followCamera.Target = player.transform; playerState = player.PlayerStats.State; player.PlayerStats.onPlayerStateChange += OnStateChangeHandler; CheckpointLoad(); }
private void WorldChanged(PlayerStats.PlayerState newState) { if (newState == PlayerStats.PlayerState.Alive) { if (objectCurrentWorldState == WorldState.Light) { EnableObject(); } else { DisableObject(); } } else if (newState == PlayerStats.PlayerState.Dead) { if (objectCurrentWorldState == WorldState.Light) { DisableObject(); } else { EnableObject(); } } }
void OnStateChangeHandler(PlayerStats.PlayerState newState) { switch (newState) { case PlayerStats.PlayerState.Alive: playerHPContainer.SetActive(true); playerSoulsContainer.SetActive(false); break; case PlayerStats.PlayerState.Dead: playerHPContainer.SetActive(false); playerSoulsContainer.SetActive(true); break; case PlayerStats.PlayerState.Destroyed: playerHPContainer.SetActive(false); playerSoulsContainer.SetActive(false); break; } }
void OnStateChangeHandler(PlayerStats.PlayerState newState) { playerState = newState; onPlayerStateChange(playerState); }