public void Initialize() { _score = 0; _nbVague = 1; _city.Initialize(); _enumStatePlayer = Enum_StatePlayer.Playing; }
void Start() { _score = 0; _nbVague = 1; _enumStatePlayer = Enum_StatePlayer.Playing; _city = ((GameObject)Instantiate(_cityPrefab, this.transform.position, Quaternion.identity)).GetComponent <City>(); _city.transform.parent = this.transform; _city.transform.localPosition = ConstantesManager.CITY_LOCAL_POSITION; GameObject dech = GameObject.FindGameObjectWithTag("Decharge"); _decharge = dech.GetComponent <Decharge>(); }
private void CheckPlayerState() { switch (_city._enumStateCity) { case Enum_StateCity.Fighting: _enumStatePlayer = Enum_StatePlayer.Playing; break; case Enum_StateCity.Winning: _enumStatePlayer = Enum_StatePlayer.Winning; //Debug.Log ("PlayerManager REPERE WIN"); break; case Enum_StateCity.Destroy: _enumStatePlayer = Enum_StatePlayer.Dead; break; } }
public void StartShoot() { _enumStatePlayer = Enum_StatePlayer.Playing; _city.StartShoot(); _decharge.StartShoot(); }