private void OnSlowTime(CustomEvents.EventArgs evt) { if ((bool)evt.args.GetValue(0)) { SlowDowns--; } }
public void StartLevel(CustomEvents.EventArgs evt) { levelDetails = new LevelData(Resources.Load <TextAsset>("LevelLayout/Level01").text); m_currentWave = -1; m_allWavesDefeated = false; m_bossDefeated = false; PlayerObject.Initialize(PlayerStart, PlayerHealth, PlayerSpeed); StartCoroutine(StartNextPhase()); }
private void OnPlayerDied(CustomEvents.EventArgs evt) { if (!GameRunning) { return; } if (GameplayParameters.instance.Lives <= 0) { // Destroy current level currentState = GameState.GameOver; SetGameState(); } }
private void OnGameRunning(CustomEvents.EventArgs evt) { m_gameRunning = (bool)evt.args.GetValue(0); }
private void OnPlayerDied(CustomEvents.EventArgs evt) { Lives -= 1; }
private void OnPointsAdded(CustomEvents.EventArgs evt) { Score += (int)evt.args.GetValue(0); }
private void OnLevelComplete(CustomEvents.EventArgs evt) { currentState = GameState.Title; SetGameState(); }
private void OnGamePause(CustomEvents.EventArgs evt) { m_gamePaused = (bool)evt.args.GetValue(0); }
private void OnParameterChange(CustomEvents.EventArgs evt) { m_speed = GameplayParameters.instance.EnemySpeed; m_slowDownPercent = GameplayParameters.instance.SlowDownPercent; }
private void OnSlowTime(CustomEvents.EventArgs evt) { m_gameSlowed = (bool)evt.args.GetValue(0); }
protected abstract void OnParameterChange(CustomEvents.EventArgs evt);
public void StopLevel(CustomEvents.EventArgs evt) { ClearLevel(); }
protected override void OnParameterChange(CustomEvents.EventArgs evt) { m_slowDownPercent = GameplayParameters.instance.SlowDownPercent; }
private void OnParameterChange(CustomEvents.EventArgs evt) { m_speed = GameplayParameters.instance.PlayerSpeed; }