public void StartCutscene(GameObject event_source) { master.ChangeState(GameState.Cutscene); this.event_source = event_source; this.current_event = event_source.GetComponent <EventController>().event_data; current_event_step_time = 0f; }
public void StartLoadLevel(string scene_name, string player_start_transform_name, string camera_start_transform_name) { // Begin loading a level. master.ChangeState(GameState.Loading); is_loading = true; load_timer = 0.0f; load_scene_name = scene_name; load_player_start_transform_name = player_start_transform_name; load_camera_start_transform_name = camera_start_transform_name; }
// Update is called once per frame void Update() { if (master.game_state == GameState.Game) { // TEMP SAVE LOAD // TODO REMOVE if (Keyboard.current.uKey.wasPressedThisFrame) { master.data_controller.SaveData(); } if (Keyboard.current.iKey.wasPressedThisFrame) { master.data_controller.LoadData(); } // game over. if (player_health <= 0 && master.game_state != GameState.GameOver) { master.ChangeState(GameState.GameOver); game_over_timer = 0f; } } else if (master.game_state == GameState.GameOver) { game_over_timer += Time.deltaTime; if (game_over_timer >= GAME_OVER_TIMER_INTERVAL) { // TODO USE LOAD LEVEL CONTROLLER. foreach (GameObject o in Object.FindObjectsOfType <GameObject>()) { Destroy(o); } SceneManager.LoadScene("scene_title"); } } }