private bool onGameRoundEnded(IslandTargetsEvents.GameRoundEnded evt) { RemoveListeners(); if (localDamageCount < DamageCapacity) { CoroutineRunner.Start(AnimateOutOfViewDelayed(2f), this, "TargetAnimateOutDelayed"); } else { CoroutineRunner.Start(AnimateOutOfView(), this, "TargetAnimateOut"); } return(false); }
private bool onRoundEnded(IslandTargetsEvents.GameRoundEnded evt) { if (gameState == TargetsGameState.FinalRound) { gameState = TargetsGameState.Idle; ClockTowerAnimator.speed = 1f; gameState = TargetsGameState.Idle; dispatcher.RemoveListener <IslandTargetsEvents.TargetHit>(onTargetHit); CoroutineRunner.Start(setClockTimerVisible(isVisible: false, RewardDelay), this, "setClockTimerVisible"); ClockSmallHand.transform.localRotation = Quaternion.identity; if (animatorFloatingClock != null && !string.IsNullOrEmpty(ClockTriggerFlyBack)) { animatorFloatingClock.SetTrigger(ClockTriggerFlyBack); animatorFloatingClock.ResetTrigger(ClockTriggerFlyOut); } CoroutineRunner.Start(setScarecrowVisible(isVisible: true, RewardDelay), this, "setScarecrowVisible"); FinishCamera.SetActive(value: true); if (ClockController != null) { ClockController.StartClock(); } for (int i = 0; i < SideScoreboards.Length; i++) { SideScoreboards[i].SetState(IslandTargetsSideScoreboard.SideScoreboardState.WonGame); } CoroutineRunner.Start(resetScoreboardState(RoundWinResetDelay), this, "ResetScoreboardState"); CoroutineRunner.Start(showRewards(), this, "ShowTargetGameRewards"); if (!string.IsNullOrEmpty(WinMusicName)) { EventManager.Instance.PostEvent(MusicEventName, EventAction.SetSwitch, WinMusicName, createCoMusicTarget); } EventManager.Instance.PostEvent(WinSFXTrigger, EventAction.PlaySound, base.gameObject); LogBIDataForWin(); CoroutineRunner.Start(SwitchBackToDefautMusic(ReturnToEvergreenMusicWait), this, "SwitchToEvergreenMusic"); } else { for (int i = 0; i < SideScoreboards.Length; i++) { SideScoreboards[i].SetState(IslandTargetsSideScoreboard.SideScoreboardState.BetweenRounds); } } if (isPlayingLowTimeSFX) { EventManager.Instance.PostEvent(LowTimeSFXTrigger, EventAction.StopSound, base.gameObject); isPlayingLowTimeSFX = false; } InvokeRepeating("displayGameStartCountdown", 0f, 1f); return(false); }