public static bool CheckForRiverCompletion() { return false; int connects = 0; if(connects > 3 && connects == WorldBuoysList.Count-1) { if(allBuoysConnectedTimer < 0.0f) //zero { //Play river completed sound/effect here allBuoysConnectedTimer = 0.0f; } allBuoysConnectedTimer += Time.fixedDeltaTime; if(allBuoysConnectedTimer > 5.0f && WorldBuoysList.Count > 0) { BuoyRiver br = new BuoyRiver(); foreach(SoundBuoyScript sbs in WorldBuoysList) { sbs.Submerge(); br.buoys.Add(sbs.gameObject); } WorldBuoysList.Clear(); RiverList.Add(br); return true; } } else { allBuoysConnectedTimer = -1.0f; } return false; }
public static bool CheckForRiverCompletion() { return(false); int connects = 0; if (connects > 3 && connects == WorldBuoysList.Count - 1) { if (allBuoysConnectedTimer < 0.0f) //zero { //Play river completed sound/effect here allBuoysConnectedTimer = 0.0f; } allBuoysConnectedTimer += Time.fixedDeltaTime; if (allBuoysConnectedTimer > 5.0f && WorldBuoysList.Count > 0) { BuoyRiver br = new BuoyRiver(); foreach (SoundBuoyScript sbs in WorldBuoysList) { sbs.Submerge(); br.buoys.Add(sbs.gameObject); } WorldBuoysList.Clear(); RiverList.Add(br); return(true); } } else { allBuoysConnectedTimer = -1.0f; } return(false); }