private void RespondTo_BossIsDead_Event() { // Set state as serenity obstacleManager.SetStateAs_Serenity(); // Activate curved road 1 mapManager.RespondTo_BossIsDead_Event(); // Fire event: Boss is dead BossIsDead?.Invoke(); }
// ---------- COLLISIONS ----------------------------------------------------+ #region REACT TO RETURNED SHOT COLLISION public void ReactTo_ReturnedShotCollision() { // Change animation animatorController.StartDeadAnimation(); // Physically react to hit PhysicallyReactToHit(); // Fire event: Boss is dead BossIsDead?.Invoke(); if (bossState == BossStates.VULNERABLE) { // Set state as "dead" bossState = BossStates.DEAD; } else { Debug.Log("Error: Previous state should be VULNERABLE"); } }