public void PhaseUpdate(ILevelContext context) { // The level director naturally won't advance phases // if there is an active text writer, so no need to // check here <3 context.FlagAsComplete(); }
public void PhaseUpdate(ILevelContext context) { if (fadeObject == null) { context.FlagAsComplete(); } }
public void PhaseUpdate(ILevelContext context) { if (!Object.FindObjectsOfType <SuicideEnemyAIBehavior>().Any()) { context.FlagAsComplete(); } }
public void PhaseUpdate(ILevelContext context) { if (timerReached) { Debug.Log("done"); context.FlagAsComplete(); } }
public void PhaseUpdate(ILevelContext context) { // This method is used for spawning more enemies, or checking if the phase is completed if (intervalReached) { // Check to see if any enemies exist if (!ComponentBase.ComponentExists <ShooterEnemyAIBehavior>() && flyingVObject == null) { // todo: prevent from calling complete phase directly context.FlagAsComplete(); } } }