Exemplo n.º 1
0
    /*
     #region BloomingTransitions
     *
     * IEnumerator BloomingToBudding()
     * {
     *        GetAnimator();
     *        anim.SetInteger("BlinkState", 0);
     *        yield return new WaitForSeconds(downgradeWaitTime1);
     *        //GetAnimator();
     *        anim.SetInteger("BlinkState", 2);
     *        yield return new WaitForSeconds(downgradeWaitTime2);
     *        bloomState = BloomStates.Bud;
     *        BloomStateOneFrameChecks();
     * }
     *
     * IEnumerator BuddingTosSeedling()
     * {
     *        GetAnimator();
     *        anim.SetInteger("BlinkState", 0);
     *        yield return new WaitForSeconds(downgradeWaitTime1);
     *        anim.SetInteger("BlinkState", 2);
     *        yield return new WaitForSeconds(downgradeWaitTime2);
     *        bloomState = BloomStates.Seed;
     *        BloomStateOneFrameChecks();
     * }
     *
     * IEnumerator SeedlingToPop()
     * {
     *        yield return new WaitForSeconds(downgradeWaitTime1);
     *        yield return new WaitForSeconds(downgradeWaitTime2);
     *        //Death
     * }
     #endregion
     *
     * void BloomStateOneFrameChecks()
     * {
     *        StopAllCoroutines();
     *        foreach  (Collider2D collider in playerColliders)
     *        {
     *                collider.isTrigger = false;
     *        }
     *
     *        //_collider.isTrigger = false;
     *        seedObject.SetActive(false);
     *        budObject.SetActive(false);
     *        bloomObject.SetActive(false);
     *        switch (bloomState)
     *        {
     *                case BloomStates.Bloom:
     *                        bloomObject.SetActive(true);
     *                        StartCoroutine("BloomingToBudding");
     *                        //anim.SetInteger("FlowerForm", 2);
     *
     *                        break;
     *                case BloomStates.Bud:
     *                        budObject.SetActive(true);
     *                        StartCoroutine("BuddingTosSeedling");
     *                        //anim.SetInteger("FlowerForm", 1);
     *                        //_collider.offset = new Vector2(1, .5f);
     *                        //_collider.transform.localScale = new Vector2(1, 2);
     *                        break;
     *                case BloomStates.Seed:
     *                        seedObject.SetActive(true);
     *                        StartCoroutine("SeedlingToPop");
     *                        //anim.SetInteger("FlowerForm", 0);
     *                        //_collider.offset = SeedColliderOffset;
     *                        //_collider.transform.localScale = seedColliderHeight;
     *                        break;
     *                case BloomStates.Misc:
     *                        break;
     *                default:
     *                        break;
     *        }
     * }
     */
    /*
     *  void RepairPoppy()
     *  {
     *          switch (bloomState)
     *          {
     *                  case BloomStates.Bloom:
     *                          bloomState = BloomStates.Bloom;
     *                          break;
     *                  case BloomStates.Bud:
     *                          bloomState = BloomStates.Bloom;
     *                          break;
     *                  case BloomStates.Seed:
     *                          bloomState = BloomStates.Bud;
     *                          break;
     *                  case BloomStates.Misc:
     *                          break;
     *                  default:
     *                          break;
     *          }
     *
     *          BloomStateOneFrameChecks();
     *  }
     */
    /*
     *  void DebugFlowerState()
     *  {
     *          if (Input.GetKeyDown(KeyCode.Alpha1))
     *          {
     *                  bloomState = BloomStates.Seed;
     *                  BloomStateOneFrameChecks();
     *          }
     *          else if (Input.GetKeyDown(KeyCode.Alpha2))
     *          {
     *                  bloomState = BloomStates.Bud;
     *                  BloomStateOneFrameChecks();
     *          }
     *          else if (Input.GetKeyDown(KeyCode.Alpha3))
     *          {
     *                  bloomState = BloomStates.Bloom;
     *                  BloomStateOneFrameChecks();
     *          }
     *
     *          if (Input.GetKeyDown(KeyCode.O))
     *          {
     *                  Death();
     *          }
     *  }
     */
    void Death()
    {
        foreach (WaterField item in waterCollection)
        {
            item.gameObject.SetActive(true);
        }

        foreach (LockedDoor item in doorCollection)
        {
            item.isOpen = false;
            anim.SetBool("doorOpen", false);
        }

        foreach (Key item in keyCollection)
        {
            item.gameObject.SetActive(true);
        }

        playerSpawner.PopPlayer();
    }