public void LevelSetup(GameStateMachine.Level level) { switch (level) { case GameStateMachine.Level.Dungeon: currentDialogueIndex = 0; break; case GameStateMachine.Level.City: currentDialogueIndex = 1; break; case GameStateMachine.Level.Hell: currentDialogueIndex = 2; break; default: currentDialogueIndex = 3; break; } currentSpeechIndex = 0; entityManager.currentState = EntityManager.MovementStates.PlayerInMenu; gameObject.SetActive(true); entityManager.menuUI = gameObject; }
private Vector2[] GetFloorUVs(GameStateMachine.Level level) { switch (level) { case GameStateMachine.Level.Dungeon: return(GetRandomConcreteUVs(UnityEngine.Random.Range(0, 4))); case GameStateMachine.Level.City: return(GetRandomAsphaltUVs(UnityEngine.Random.Range(0, 4))); case GameStateMachine.Level.Hell: return(GetRandomAsphaltUVs(UnityEngine.Random.Range(0, 4))); case GameStateMachine.Level.Boss: return(GetRandomAsphaltUVs(UnityEngine.Random.Range(0, 4))); default: throw new ArgumentException($"Level {level} has not been implemented in GetFloorUVs()!"); } }