PlayStateScene1_2: (2 of 2 available States in Scene1)
using UnityEngine; using Assets.Code.Interfaces; namespace Assets.Code.States { public class PlayStateScene1_2 : IStateBase { private StateManager manager; private GameObject player; private PlayerControl controller; public PlayStateScene1_2 (StateManager managerRef) { manager = managerRef; player = GameObject.Find("Player"); controller = player.GetComponent<PlayerControl>(); foreach(GameObject camera in manager.gameDataRef.cameras) { if(camera.name != "Following Camera") camera.SetActive(false); else camera.SetActive(true); } } public void StateUpdate() { if(manager.gameDataRef.playerLives <= 0) { manager.SwitchState(new LostStateScene1(manager)); manager.gameDataRef.ResetPlayer(); player.rigidbody.isKinematic ...
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