void playerDead() { currentPhase = null; //uiPanelGameOver.SetActive(true); messageToShow = uiPanelGameOver; StartCoroutine(SwitchSceneToMenu()); }
void endGame() { endgame = true; currentPhase = null; EventManager.TriggerEvent("EndGame"); messageToShow = uiPanelVictory; //uiPanelVictory.SetActive(true); }
public void goToAdaptationPhase() { if (currentPhase != null) { currentPhase.EndPhase(); } currentPhase = adaptationPhase; currentPhase.InitPhase(); OptionsManager.Instance.changePhase("AdaptationPhase"); EventManager.TriggerEvent("OnAdaptationPhase"); Debug.Log("ADAPTATION PHASE"); }
public void goToSurvivalPhase() { if (currentPhase != null) { currentPhase.EndPhase(); } currentPhase = survivalPhase; currentPhase.InitPhase(); OptionsManager.Instance.changePhase("SurvivalPhase"); EventManager.TriggerEvent("OnSurvivalPhase"); Debug.Log("SURVIVAL PHASE"); }
public void goToCounterPhase() { if (currentPhase != null) { currentPhase.EndPhase(); } currentPhase = counterPhase; currentPhase.InitPhase(); OptionsManager.Instance.changePhase("CounterPhase"); EventManager.TriggerEvent("OnCounterPhase"); Debug.Log("COUNTER PHASE"); }
public void goToSurvivalPhase() { if (currentPhase != null) { currentPhase.EndPhase(); } //ici car c'est l'adaptation phase qui declenche difficulty++ dans EndPhase if (endgame) { return; } currentPhase = survivalPhase; currentPhase.InitPhase(); OptionsManager.Instance.changePhase("SurvivalPhase"); EventManager.TriggerEvent("OnSurvivalPhase"); Debug.Log("SURVIVAL PHASE"); }