| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using Core.Utilities; |
| | |
| | | // Update is called once per frame |
| | | private void Update() |
| | | { |
| | | if (isPaused || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; |
| | | if (isPaused || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver || !EndlessUIStart.instance.IsGameRunning) return; |
| | | |
| | | for (int i = 0; i < skillList.Count; ++i) |
| | | { |
| | |
| | | return new BossSkillBubbleBomb(data); |
| | | case EndlessBossSkillType.WoodPile: |
| | | return new BossSkillWoodPile(data); |
| | | case EndlessBossSkillType.BondageBubble: |
| | | return new BossSkillBondageBubble(data); |
| | | } |
| | | |
| | | return null; |