private void Finish() { state = State.Transcending; useCollision = DebugCollision.Off; //StopWithFadeOut(); flameEffect.Stop(); PlayWithFadeIn(nextLevel, false); Invoke("LoadNextScene", levelLoadDelay); }
private void Die() { state = State.Transcending; useCollision = DebugCollision.Off; flameEffect.Stop(); Invoke("LoadFirstScene", levelLoadDelay); //StopWithFadeOut(); PlayWithFadeIn(crash, false); crashEffect.Play(); }
private void DebugOnInput() { if (!Debug.isDebugBuild) { return; } if (Input.GetKeyDown(KeyCode.L)) { Finish(); } if (Input.GetKeyDown(KeyCode.C)) { useCollision = useCollision == DebugCollision.On ? DebugCollision.Off : DebugCollision.On; } }