dev-ali
Ali Sharoz 2 months ago
parent 0313f97ec9
commit f26d5a8741

@ -18,8 +18,8 @@ namespace D2D
{ {
private async UniTaskVoid Start() private async UniTaskVoid Start()
{ {
await 1f.Seconds(); await 1f.Seconds(); GameManager.Instance.LevelCompleteParticleEffectObj.SetActive(true);
GameManager.Instance.LevelCompleteParticleEffectObj.Play(true);
_stateMachine.Push(new WinState(),false,true); _stateMachine.Push(new WinState(),false,true);
} }

@ -33,7 +33,8 @@ namespace D2D
[Button("Win")] [Button("Win")]
private void PushWin() private void PushWin()
{ {
GameManager.Instance.LevelCompleteParticleEffectObj.Play(true); GameManager.Instance.LevelCompleteParticleEffectObj.SetActive(true);
_stateMachine.Push(new WinState(), false, true); _stateMachine.Push(new WinState(), false, true);
} }

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@ -6,7 +6,7 @@ using UnityEngine;
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
public static GameManager Instance = null; public static GameManager Instance = null;
public ParticleSystem LevelCompleteParticleEffectObj; public GameObject LevelCompleteParticleEffectObj;
private void Awake() private void Awake()
{ {
//if (Instance is null) //if (Instance is null)

@ -115,7 +115,7 @@ public class GameProgress : GameStateMachineUser
if (levelTime >= _levelSO.TotalDuration) if (levelTime >= _levelSO.TotalDuration)
{ {
GameManager.Instance.LevelCompleteParticleEffectObj.Play(true); GameManager.Instance.LevelCompleteParticleEffectObj.SetActive(true);
_stateMachine.Push(new WinState(), false, true); _stateMachine.Push(new WinState(), false, true);
} }
@ -159,7 +159,8 @@ public class GameProgress : GameStateMachineUser
if (totalXP >= needToFinish) if (totalXP >= needToFinish)
{ {
GameManager.Instance.LevelCompleteParticleEffectObj.Play(true); GameManager.Instance.LevelCompleteParticleEffectObj.SetActive(true);
_stateMachine.Push(new WinState(), false, true); _stateMachine.Push(new WinState(), false, true);
} }
} }

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