public void TriggerOverworld() { StopPlayerMovement(); SceneManager.LoadScene(0); player = null; currentState = GameState.OVERWORLD; }
public void TriggerFight(RPGun_Enemy enemy) { StopPlayerMovement(); SceneManager.LoadScene(1); player = null; currentState = GameState.FIGHT; }
private void CheckForPlayer() { if (currentState == GameState.OVERWORLD) { if (player == null) { ClearPlayerObjects(); GameObject playerGameObject = GameObject.Instantiate(overWorldPlayerPrefab, playerSpawnPoints[0]); FollowCamera.Get().LockCameraOn(playerGameObject); player = playerGameObject.GetComponent <RPGun_Player>(); } } else if (currentState == GameState.FIGHT) { if (player == null) { ClearPlayerObjects(); GameObject playerGameObject = GameObject.Instantiate(fightPlayerPrefab, playerSpawnPoints[0]); FollowCamera.Get().LockCameraOn(playerGameObject); } } }