void EnterTransition(GameManager.IdentityState state) { if (state == GameManager.IdentityState.There) { //makePlatforms slightly visible } }
public void GoalIsReached(GameManager.IdentityState goalReached) { player.SendMessage("GoalIsReached", SendMessageOptions.DontRequireReceiver); Debug.Log("Level is Won. Alter " + goalReached + " reached their goal."); //Load NextLevel //Restart //Or Whatever //Show Scoreboard }
void ExitTransition(GameManager.IdentityState state) { if (state == GameManager.IdentityState.There) { Activate(); } else { Deactivate(); } }
void TransitionExit(GameManager.IdentityState state) { if (identityGoal == state) { isGoal = true; particleSystems.startColor = Color.green; } else { isGoal = false; particleSystems.startColor = goalColor; } }
void TransitionExit(GameManager.IdentityState state) { switch (state) { case GameManager.IdentityState.Two: currentIdentity = two; maxNumberOfJumps = 2; break; case GameManager.IdentityState.Blue: currentIdentity = blue; manualSwitchEnabled = true; break; case GameManager.IdentityState.There: currentIdentity = there; //make invisible platforms visible break; } }
void TransitionEnter(GameManager.IdentityState state) { //become indifferent particleSystems.startColor = Color.black; }
//Transition Functions void TransitionEnter(GameManager.IdentityState state) { maxNumberOfJumps = 1; manualSwitchEnabled = false; }
void MyFunction(GameManager.IdentityState state) { currentIdentity = state; Debug.Log("State is: " + state); }
void MyFunction2(GameManager.IdentityState state) { }