示例#1
0
 void OnStateChangeHandler(PlayerStats.PlayerState newState)
 {
     if (enemyState == EnemyState.Alive)
     {
         if (newState == PlayerStats.PlayerState.Dead)
         {
             DisableObject();
         }
         else
         {
             EnableObject();
         }
     }
     else if (enemyState == EnemyState.Dead)
     {
         if (newState == PlayerStats.PlayerState.Alive)
         {
             DisableObject();
         }
         else
         {
             EnableObject();
         }
     }
 }
 void Start()
 {
     //followCamera.Target = player.transform;
     playerState = player.PlayerStats.State;
     player.PlayerStats.onPlayerStateChange += OnStateChangeHandler;
     CheckpointLoad();
 }
    private void WorldChanged(PlayerStats.PlayerState newState)
    {
        if (newState == PlayerStats.PlayerState.Alive)
        {
            if (objectCurrentWorldState == WorldState.Light)
            {
                EnableObject();
            }

            else
            {
                DisableObject();
            }
        }

        else if (newState == PlayerStats.PlayerState.Dead)
        {
            if (objectCurrentWorldState == WorldState.Light)
            {
                DisableObject();
            }

            else
            {
                EnableObject();
            }
        }
    }
    void OnStateChangeHandler(PlayerStats.PlayerState newState)
    {
        switch (newState)
        {
        case PlayerStats.PlayerState.Alive:
            playerHPContainer.SetActive(true);
            playerSoulsContainer.SetActive(false);
            break;

        case PlayerStats.PlayerState.Dead:
            playerHPContainer.SetActive(false);
            playerSoulsContainer.SetActive(true);
            break;

        case PlayerStats.PlayerState.Destroyed:
            playerHPContainer.SetActive(false);
            playerSoulsContainer.SetActive(false);
            break;
        }
    }
 void OnStateChangeHandler(PlayerStats.PlayerState newState)
 {
     playerState = newState;
     onPlayerStateChange(playerState);
 }