private IEnumerator WaitForeRevive(DeadData deadData) { yield return(new WaitForSeconds(ReviveWaitTime)); ReviveAnimator.SetTrigger("Revive"); Object.Destroy(deadData); var abilities = gameObject.GetComponents <Ability>(); var childAbilities = gameObject.GetComponentsInChildren <Ability>(); var behaviours = gameObject.GetComponentsInParent <Behaviour>(); Data.CurrentHealth = Data.BaseHealth; foreach (var ability in abilities) { ability.enabled = true; } foreach (var ability in childAbilities) { ability.enabled = true; } foreach (var behaviour in behaviours) { throw new NotImplementedException("Behaciour revive is not done yet"); } AgentToPlace.isStopped = true; AgentToPlace.transform.position = ReviveSpot.position; AgentToPlace.nextPosition = ReviveSpot.position; AgentToPlace.SetDestination(ReviveSpot.position); _gameStartSignal.Fire(); }
void Start() { if (InitiateStartScene) { _gameStartSignal.Fire(); } _trackingService.AppStart(); }
private void OnEnable() { switch (Type) { case SignalType.GameOver: _gameOverSignal.Fire(); break; case SignalType.GameStart: _gameStartSignal.Fire(); break; } }
public void Start() { gridModelWrapper.SetWrappee(gridModelFactory.Create()); gridController.Refresh(); gameStartSignal.Fire(); }
public void StartGame() { _gameStartSignal.Fire(); }
public void StartGame() { _playMusicClipSignal.Fire(_backButtonSound); _gameStartSignal.Fire(); }