public void DestroySpecialCube(Enumeration.playerState state) { if (state == Enumeration.playerState.secondState) { Destroy(gameObject); } }
/// <summary> /// changes variables if player dies /// </summary> /// <param name="stateDeath"> this is the state that died on the event call</param> void PlayerDied(Enumeration.playerState stateDeath) { if (stateDeath == Enumeration.playerState.playerState) { openable = false; } }
/// <summary> /// looks to see if a puzzle piece was placed, uses the death of second state for check /// </summary> /// <param name="state"></param> void CheckPlacedPiece(Enumeration.playerState state) { if (state == Enumeration.playerState.secondState && placedPiece) { placedPiece = false; } }
void CheckForRemoveTarget(Enumeration.playerState enumeration) { if (enumeration == Enumeration.playerState.secondState) { target = null; secondStateExists = false; } }
/// <summary> /// looks to see if a puzzle piece was placed, uses the death of second state for check /// </summary> /// <param name="state"></param> void CheckPlacedPiece(Enumeration.playerState state) { // if the second state died, then we want to clear both if (state == Enumeration.playerState.secondState && placedPiece) { placedPiece = false; } }
/// <summary> /// checks which state needs to be changes /// </summary> /// <param name="stateToChange"> indicated which state to change</param> /// <param name="changeValue"> indicates how much should be changed</param> void CheckHealthChange(Enumeration.playerState stateToChange, float changeValue) { if (stateToChange == Enumeration.playerState.playerState) { //Debug.Log("Changing: player"); ChangeHealth(changeValue); } else { //Debug.Log("Changing: Second"); ChangeImagination(changeValue); } }
/// <summary> /// kills the player or second state if their death is triggered /// by the event system /// </summary> /// <param name="whoDies"></param> void Die(Enumeration.playerState whoDies) { if (whoDies == Enumeration.playerState.playerState) { if (myDeathMenu == null) { myDeathMenu = Instantiate(deathMenu); } transform.position = spawnLocation; healthChangedEvent.Invoke(Enumeration.playerState.playerState, -400); } else { // handles audio needs myAudio.clip = removed; myAudio.Play(); twoBeings = false; Destroy(mySecondState); mySecondState = null; secondStateTransitionEvent.Invoke(Enumeration.secondStateTransitions.removeState); } }