private void ArriveAtBase() { ComputeTreasure(); hasEnded = false; Status = GrappleStatus.Base; level.RefreshLevel(); Hud.Instance.ShowStartButtons(); Init(); }
private void GoDown() { Status = GrappleStatus.Down; Init(); Hud.Instance.HideStartButtons(); // Depth limit setup depthLimit.transform.position = depthLimit.transform.position.withY(GameData.Depth + startPosition.y); }
private void ReturnToBase() { hasEnded = true; Status = GrappleStatus.Up; level.MakeCollectiblesDangerous(); if (GameData.BestDepth > head.transform.position.y) { GameData.BestDepth = head.transform.position.y; } }
protected void Start() { Status = GrappleStatus.Base; startPosition = head.transform.position; line.positionCount = 2; fastClearDone = false; grappleMoveUnitSound = grappleMoveSound.Play(); grappleFallUnitSound = grappleFallSound.Play(); Init(); }