/// <summary> /// Called when the game ends /// </summary> public void NotifyGameOver(Character.DeathType deathType) { switch (deathType) { case Character.DeathType.EAGLE: m_cameraController.StartFocusTarget(m_character.transform, true, true, false); break; case Character.DeathType.VEHICLE: default: m_cameraController.StartFocusTarget(m_character.transform, false, false, false); break; case Character.DeathType.DROWN: m_cameraController.StartFocusTarget(m_character.transform, true, true, false); break; case Character.DeathType.LOG: m_cameraController.StartFocusTarget(m_character.transform, false, false, true); break; } }
/// <summary> /// Called when the character's death sequence starts /// </summary> public void NotifyCharacterDeathStart(Character.DeathType deathType) { m_mapManager.NotifyGameOver(deathType); }