public void MakeTimestep(float deltaTime) { celestialSystem.SimulateTimestep(deltaTime); if (inputPlanetController.Planet.Hp > 0 && aiPlanetController.Planet.Hp <= 0) { winLoseHandler.Win(); return; } if (inputPlanetController.Planet.Hp <= 0) { winLoseHandler.Lose(); return; } if (timeOfSerialization + 1 < Time.time) { serializer.Serialize(celestialSystem); } }
public void DebugWin() { winLoseHandler.Win(); }