예제 #1
0
    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;
    }
예제 #2
0
    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()!");
        }
    }