private void Continue() { // TODO (darren): do this is a different way later // when we have actual AI selection (customization) if (InGameConstants.FillWithAI) { int missingPlayersCount = Math.Max(0, GameConstants.Instance.PlayersToFill - RegisteredPlayers.AllPlayers.Count); RegisteredPlayersUtil.RegisterAIPlayers(missingPlayersCount); } StateMachine_.Continue(); }
private void HandleScoringFinished() { BattleCamera.Instance.ClearTransformsOfInterest(); BattlePlayerPart.RemoveCollidersFromAll(); CoroutineWrapper.DoAfterDelay(kResetCameraDelay, () => { if (PlayerScores.HasWinner) { StateMachine_.HandleGameFinished(); } else { StateMachine_.Continue(); } }); }