private void CheckIsBlocked(Game_State_Change context) { if (context.NewState == GameState.Deeper) { IsBlocked = true; } }
private void BlockDoor(Game_State_Change context) { if (context.NewState == GameState.AndDeeper) { _isBlocked = true; } }
private void VisualizeNewState(Game_State_Change context) { ShowRay(); _lastShakeTime = Time.realtimeSinceStartup; _shaker.ShakingTime = 2f; _shaker.Intensity = 2f; _shaker.StartShake(); _loudEarth.Play(); _background.SetTrigger(_dipperTrigget); _midground.SetTrigger(_dipperTrigget); _frontground.SetTrigger(_dipperTrigget); if (context.NewState == GameState.Over) { StartLastBlink(); _endScreen.SetActive(true); _isOver = true; } else { StartBlink(); } }