/// <summary> /// Triggers the Game Over State /// </summary> private void TriggerLevelFailed() { //Set it to be nobody's turn CurrentTurn = GameTurn.TURN_NONE; //Send Level Failed Event LevelFailed?.Invoke(); }
/// <summary> /// Change the current level state /// </summary> /// <param name="state"></param> protected virtual void ChangeLevelState(LevelState newState) { if (CurrentLevelState == newState) { return; } LevelState oldState = CurrentLevelState; CurrentLevelState = newState; LevelStateChanged?.Invoke(oldState, newState); switch (newState) { case LevelState.Complete: LevelStats.time = LevelTime - TimeLeft; LevelComplete?.Invoke(); break; case LevelState.Failed: LevelFailed?.Invoke(); break; } }
/// <summary> /// Triggers actions to end the current game with a fail state /// </summary> private void TriggerLevelFailed() { //Fire Event to end game LevelFailed?.Invoke(); }
public static void CallLevelFailed() { LevelFailed?.Invoke(); }