/*// Update is called once per frame * void Update () { * * }*/ void SetPathForObstacles(Player_States.SwordsObtainedStatus SwordStatus) { switch (SwordStatus) { case Player_States.SwordsObtainedStatus.Obtained: PathAObstacles.SetActive(true); LevelGM.Instance.BackgroundMusicSource.Stop(); LevelGM.Instance.BackgroundMusicSource.clip = PathASong; LevelGM.Instance.BackgroundMusicSource.Play(); break; case Player_States.SwordsObtainedStatus.Ignored: PathBObstacles.SetActive(true); LevelGM.Instance.BackgroundMusicSource.Stop(); LevelGM.Instance.BackgroundMusicSource.clip = PathBSong; LevelGM.Instance.BackgroundMusicSource.Play(); break; } }
public Character() { FileNumber = 1; NewGamePlus = false; TotalPlaytime = 0; //===reset ratings=== Level1Rating = new int[3]; Level2Rating = new int[3]; Level3Rating = new int[3]; Level1Rating[0] = 0; Level1Rating[1] = 0; Level1Rating[2] = 0; Level2Rating[0] = 0; Level2Rating[1] = 0; Level2Rating[2] = 0; Level3Rating[0] = 0; Level3Rating[1] = 0; Level3Rating[2] = 0; FinalBossRating = 0; OverallRating = 0; //===reset deaths=== Level1Deaths = new int[3]; Level2Deaths = new int[3]; Level3Deaths = new int[3]; Level1Deaths[0] = 0; Level1Deaths[1] = 0; Level1Deaths[2] = 0; Level2Deaths[0] = 0; Level2Deaths[1] = 0; Level2Deaths[2] = 0; Level3Deaths[0] = 0; Level3Deaths[1] = 0; Level3Deaths[2] = 0; FinalBossDeaths = 0; //===reset clear times=== Level1ClearTime = new float[3]; Level2ClearTime = new float[3]; Level3ClearTime = new float[3]; Level1ClearTime[0] = 9999; Level1ClearTime[1] = 9999; Level1ClearTime[2] = 9999; Level2ClearTime[0] = 9999; Level2ClearTime[1] = 9999; Level2ClearTime[2] = 9999; Level3ClearTime[0] = 9999; Level3ClearTime[1] = 9999; Level3ClearTime[2] = 9999; FinalBossClearTime = 0; //===reset level completion=== Level1 = new Player_States.LevelCompletion[3]; Level2 = new Player_States.LevelCompletion[3]; Level3 = new Player_States.LevelCompletion[3]; Level1[0] = Player_States.LevelCompletion.Incomplete; Level1[1] = Player_States.LevelCompletion.NotStarted; Level1[2] = Player_States.LevelCompletion.NotStarted; Level2[0] = Player_States.LevelCompletion.NotStarted; Level2[1] = Player_States.LevelCompletion.NotStarted; Level2[2] = Player_States.LevelCompletion.NotStarted; Level3[0] = Player_States.LevelCompletion.NotStarted; Level3[1] = Player_States.LevelCompletion.NotStarted; Level3[2] = Player_States.LevelCompletion.NotStarted; FinalBoss = Player_States.LevelCompletion.NotStarted; //===reset swords=== Sword1 = Player_States.SwordsObtainedStatus.NotReached; Sword2 = Player_States.SwordsObtainedStatus.NotReached; OpeningCutscene = false; Sword1Cutscene = false; Sword2Cutscene = false; PreBossCutscene = false; SwordLevel = Player_States.SwordUpgrade.NotReached; ClearMindLevel = Player_States.ClearMindUpgrade.NotReached; CurrentDifficulty = Player_States.DifficultySetting.Normal; //===Costume Settings=== CurrentOutfit = Player_States.OutfitSettings.Default; AltBoss = Player_States.OutfitUnlocks.Locked; AltEnemy = Player_States.OutfitUnlocks.Locked; AltEnlightened = Player_States.OutfitUnlocks.Locked; AltShadow = Player_States.OutfitUnlocks.Locked; AltBasic = Player_States.OutfitUnlocks.Locked; EnemyParts = new bool[3]; EnemyParts[0] = false; EnemyParts[1] = false; EnemyParts[2] = false; EnlightenedParts = new bool[3]; EnlightenedParts[0] = false; EnlightenedParts[1] = false; EnlightenedParts[2] = false; ShadowParts = new bool[3]; ShadowParts[0] = false; ShadowParts[1] = false; ShadowParts[2] = false; BossPart = false; BasicPart = false; NewGamePlusStarted = false; SaveDate = System.DateTime.Now.ToString(); //SaveExists = false; //CurrentDate = System.DateTime.Now; PlayerDeathCount = 0; OverallRating = 0; SelectedCharacter = Player_States.CharacterSettings.Zahra; GameplayPaused = false; }