public bool StartRitual (RitualStarter target) { if(Player != null && RitualController != null && !RitualController.IsRitualRunning) { RitualController.StartRitual (target); GameManager.Instance.PlaySound(1); } return false; }
public void StartRitual (RitualStarter target) { IsRitualRunning = true; currentTarget = target; StartCoroutine (WaitAndEnable ()); }
void ResetRitualEvents () { lineDrawer.ResetLines (); for (int i = 0, ritualNodesCount = ritualNodes.Count; i < ritualNodesCount; i++) { ritualNodes [i].ResetHit (); } hitSequence.Clear (); drawStarted = false; IsRitualRunning = false; currentTarget = null; nodeParent.SetActive(false); }