private void Awake() { _enemyLayerMask = LayerMask.GetMask("Enemy"); _enemyAndWorldLayerMask = LayerMask.GetMask("World", "Enemy"); //Cursor.lockState = CursorLockMode.Confined; //Cursor.visible = false; UpdateCurrentGunType(0); GameController.OnEnemySoulCollected += UpdateCurrentGunType; GameController.OnRestartGame += () => { GunTypeFactory.OnRestartGame(); UpdateCurrentGunType(0); }; }
private void UpdateCurrentGunType(int soulCollectedCount) { if (soulCollectedCount % 10 != 0) { return; } CurrentGunType = GunTypeFactory.GetNextGunType(); _cooldownElapsed = 0f; _coolingDown = false; var gunUpgradeFlash = Instantiate(GunUpgradeFlash); gunUpgradeFlash.GetComponent <Transform>().position = transform.position; GameController.NotifyGunChange(); }