private void DisableDoors(RoomController roomController) { _collider.enabled = false; _door.gameObject.SetActive(false); _gateParticles.loop = false; _roomController.OnRoomEntered -= CloseDoor; }
private void CloseDoor(RoomController roomController) { if (roomController.RoomType == RoomType.COMMON) { _collider.enabled = true; _gateParticles.enableEmission = true; _door.gameObject.SetActive(true); } }
private void SpawnMonsters(RoomController roomController) { if (roomController.RoomType == RoomType.COMMON) { EnemyHealthBehaviour enemyToSpawn = Instantiate( _enemiesPrefabs[Random.Range(0, _enemiesPrefabs.Length)], transform.position, Quaternion.identity); roomController.Enemies.Add(enemyToSpawn); _roomController.OnRoomEntered -= SpawnMonsters; } }
private void Awake() { _roomController = GetComponent <RoomController>(); }
public void Initialize(RoomController roomManager) { _roomManager = roomManager; }
private void Awake() { _roomController = GetComponentInParent <RoomController>(); _roomController.OnRoomEntered += SpawnMonsters; }