public override void CotinueEvent() { switch (finalBossDialogueState) { default: case FinalBossDialogueState.INTRO: playerControl.levelGenerationDone = true; finalBossDialogueState = FinalBossDialogueState.INTRO_NEXT; break; case FinalBossDialogueState.INTRO_NEXT: ContinueFinalBoss(); break; case FinalBossDialogueState.INTRO_CONTINUED: playerControl.levelGenerationDone = true; finalBoss.cutScene = false; audioController.PlayIntenseBoss(); finalBossDialogueState = FinalBossDialogueState.BOSS_FIGHT; break; case FinalBossDialogueState.BOSS_FIGHT: EndFinalBoss(); break; case FinalBossDialogueState.BEAT_BOSS: GetExit(); break; case FinalBossDialogueState.FIGHT_END: gameState.WinGame(); break; } }
void GetExit() { GameObject exit = Instantiate(gameExit, exitLocation, Quaternion.identity); ColliderTrigger exitCollider = exit.GetComponent <ColliderTrigger>(); exitCollider.gameController = gameState.gameController; finalBossDialogueState = FinalBossDialogueState.FIGHT_END; }
void EndFinalBoss() { audioController.PlaySadMusic(); finalBossEnd.TriggerDialogue(); finalBossDialogueState = FinalBossDialogueState.BEAT_BOSS; }
void ContinueFinalBoss() { playerControl.levelGenerationDone = false; finalBossContinued.TriggerDialogue(); finalBossDialogueState = FinalBossDialogueState.INTRO_CONTINUED; }
void StartFinalBoss() { playerControl.levelGenerationDone = false; finalBossIntro.TriggerDialogue(); finalBossDialogueState = FinalBossDialogueState.INTRO; }