public void ApplyState(PlayerWaypoint playerWaypoint) { if (!areConditionsMet) { playerWaypoint.ResetWaypoint(); } }
protected void TriggerEvent(PlayerWaypoint waypoint) { if (OnPlayerInWaypointRange != null) { OnPlayerInWaypointRange(waypoint); } }
public void OnPlayerEnteredMainHall(PlayerWaypoint waypoint) { waypoint.OnPlayerInWaypointRange -= OnPlayerEnteredMainHall; scriptContinue = true; Debug.Log("This is where the dying happens"); }
public void OnPlayerEnteredKitchenHallway(PlayerWaypoint waypoint) { waypoint.OnPlayerInWaypointRange -= OnPlayerEnteredKitchenHallway; StartCoroutine(PlayerEnteredKitchenHallwayEvent()); }
public void OnPlayerWaypointFourthFloor(PlayerWaypoint waypoint) { waypoint.OnPlayerInWaypointRange -= OnPlayerWaypointFourthFloor; StartCoroutine(PlayerEnteredFourthFloorEvent()); }
public void OnPlayerWaypointReached(PlayerWaypoint waypoint) { scriptContinue = true; waypoint.OnPlayerInWaypointRange -= OnPlayerWaypointReached; }
void start() { player1Controller = player1.GetComponent <PlayerWaypoint>(); Player2Controller = player2.GetComponent <PetFollowPlayer>(); petFeedback.SetActive(false); }