private void RepairSwordOnGameStart(GameStateEventChannel.GameState gameState) { if (gameState == GameStateEventChannel.GameState.STARTED) { //RepairSword(); } }
public void UpdateGameState(GameStateEventChannel.GameState gameState) { this.gameState = gameState; if (gameState == GameStateEventChannel.GameState.STARTED) { numEnemiesKilled = 0; timeAlive = 0f; } }
public void UpdateGameState(GameStateEventChannel.GameState gameState) { switch (gameState) { case GameStateEventChannel.GameState.STARTED: audioSource.PlayOneShot(beginSFX); break; case GameStateEventChannel.GameState.STOPPED: audioSource.PlayOneShot(gameStoppedSFX); break; case GameStateEventChannel.GameState.GAME_OVER: audioSource.PlayOneShot(gameOverSFX); break; } }
public void UpdateGameState(GameStateEventChannel.GameState gameState) { this.gameState = gameState; if (gameState == GameStateEventChannel.GameState.STARTED) { health = maxHealth; animator.SetTrigger("GameStarted"); gateHealthEventChannel.RaiseEvent(health / maxHealth, health); } else if (gameState == GameStateEventChannel.GameState.STOPPED) { animator.SetTrigger("GameStopped"); } else { animator.SetTrigger("GameOver"); } }
public void SetGameState(GameStateEventChannel.GameState gameState) { this.gameState = gameState; }