public void LevelCleared() { _score._levelUp = false; _score.ResetPoints(); if (_currentLevel <= 2) { _currentLevel = _levelGeneration.GenerateLevel(); } else { _winScreen.gameObject.SetActive(true); Time.timeScale = 0; } //Temporary for FSM state switch test if (Vector2.Distance(enemyObject.transform.position, playerObject.transform.position) > 0.5) { _enemyStateMachine.SwitchState(EnemyStateType.Idle); Debug.Log(playerObject.transform.position); } if (Vector2.Distance(enemyObject.transform.position, playerObject.transform.position) <= 0.5) { _enemyStateMachine.SwitchState(EnemyStateType.Attack); } _enemyStateMachine.Update(); }
public void LevelCleared() { _score._levelUp = false; _score.ResetPoints(); if (_currentLevel <= 2) { _currentLevel = _levelGeneration.GenerateLevel(); } else { _winScreen.gameObject.SetActive(true); TextMeshProUGUI endText = _winScreen.gameObject.GetComponentInChildren <TextMeshProUGUI>(); _screenText.text = "You did it!"; Time.timeScale = 0; } //Temporary for FSM state switch test //if (Vector2.Distance(_enemyObject.transform.position, _playerObject.transform.position) > 0.5 ) //{ // _enemyStateMachine.SwitchState(EnemyStateType.Idle); // // Debug.Log(_playerObject.transform.position); //} // //if (Vector2.Distance(_enemyObject.transform.position, _playerObject.transform.position) <= 0.5) //{ // _enemyStateMachine.SwitchState(EnemyStateType.Attack); //} //_enemyStateMachine.Update(); }