示例#1
0
        private void Start()
        {
            ClearAllDecisionData();

            _currentOffsetRemaining = playerCheckPointSaveOffset;
            _lastSafeDecisionPoint  = initialDecisionPoint;
            _previousDecisionPoints = new List <DecisionPoint>();

            singleFader.OnFadeOutComplete += ResetPlayerPositionOnFadeOut;
        }
示例#2
0
        public void DecrementOffsetOnSuccessPlayer(DecisionPoint decisionPoint)
        {
            _currentOffsetRemaining -= 1;
            _previousDecisionPoints.Add(decisionPoint);

            if (_currentOffsetRemaining <= 0)
            {
                _previousDecisionPoints.RemoveAt(0);
                _lastSafeDecisionPoint = _previousDecisionPoints[_previousDecisionPoints.Count - 1];
            }
        }
示例#3
0
        private void ClearAllDecisionData()
        {
            _leftArrowAllowed   = false;
            _rightArrowAllowed  = false;
            _topArrowAllowed    = false;
            _bottomArrowAllowed = false;

            leftArrowAnimator.SetBool(EnableParam, false);
            rightArrowAnimator.SetBool(EnableParam, false);
            topArrowAnimator.SetBool(EnableParam, false);
            bottomArrowAnimator.SetBool(EnableParam, false);

            _currentDecisionPoint = null;
        }
示例#4
0
 public void RegisterDecisionPoint(DecisionPoint decisionPoint) => _currentDecisionPoint = decisionPoint;