private void NextBehaviour() { if (PreviousBehaviourIndex >= 0) { _behaviours[PreviousBehaviourIndex].StopBehaviour(); } // TODO: Trigger signal to clear all bullets _bulletManager.Clear(); // TODO: Make sure we restore the initial boss state for transition RestoreDefaultState(); if (_behaviours.Count > 0) { _behaviours[CurrentBehaviourIndex].StartBehaviour(); } }
public void BossDeath() { Boss.Kill(); BulletManager.Clear(); }