コード例 #1
0
    public void KillBoss(Header.Bosses boss)
    {
        dayWin = true;
        day++;
        actions = 0;
        if (day >= 4)
        {
            Restart();
        }
        else
        {
            switch (boss)
            {
            case Header.Bosses.ZOMBIE:
                liveBosses[boss] = false;

                playerSkills[Header.Skills.SHIELD]   = true;
                dialogueFlags[Header.Flags.Boss0Win] = true;
                break;

            case Header.Bosses.GOAT:
                liveBosses[boss] = false;
                playerSkills[Header.Skills.HEAL]     = true;
                dialogueFlags[Header.Flags.Boss1Win] = true;
                break;

            case Header.Bosses.DOG:
                Debug.Log("oooooooo");
                liveBosses[boss] = false;
                playerSkills[Header.Skills.BLOCK]    = true;
                dialogueFlags[Header.Flags.Boss2Win] = true;
                break;

            case Header.Bosses.SHARK:
                liveBosses[boss] = false;
                playerSkills[Header.Skills.JUMP]     = true;
                dialogueFlags[Header.Flags.Boss3Win] = true;
                break;
            }
            //UnityEngine.SceneManagement.SceneManager.LoadScene("DialogueBoxTesting");
        }
    }
コード例 #2
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     type = animator.GetComponent <Boss2>().type;
 }
コード例 #3
0
 public bool IsDead(Header.Bosses boss)
 {
     return(!(bool)liveBosses[boss]);
 }