// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.P)) { mapManager.DebugGoToNextStage(); } if (Input.GetKeyDown(KeyCode.L)) { if (mapManager.GetStage() == MapManger.Stages.BOSS) { } else { enemyManager.DebugSpawnNextWave(); } } if (Input.GetKeyDown(KeyCode.Alpha0)) { if (godModeEnabled) { godModeEnabled = false; } else { godModeEnabled = true; } player.SetPlayerGodMode(godModeEnabled); } if (Input.GetKeyDown(KeyCode.Alpha1)) { player.GetComponent <TimeManager>().DebugSwitchGTL(0); } if (Input.GetKeyDown(KeyCode.Alpha2)) { player.GetComponent <TimeManager>().DebugSwitchGTL(1); } if (Input.GetKeyDown(KeyCode.Alpha3)) { player.GetComponent <TimeManager>().DebugSwitchGTL(2); } }
public void StartWait() { if (squadronIndex >= squadrons.Length && !done) { mm.GoToNextStage(); done = true; //Destroy(gameObject); } else { if ((squadronIndex == lastIntroEnemyIndex) && (mm.GetStage() == MapManger.Stages.INTRO)) { StartNextPhase(); } else { if ((!instantiatingSubSquads)) { if (squadronIndex < squadrons.Length) { waitingTime = delayTime[squadronIndex]; } waitForDelay = true; } } } if (squadronIndex == minibossSquadronIndex) { mm.NotifyManagerSpawnedMinidboss(); } //Tutorial 1 if (!firstTutorial) { firstTutorial = true; GameObject.FindGameObjectWithTag("Player").GetComponent <SwitchablePlayerController>().onTutorial = true; } }