Beispiel #1
0
    /*
     *    public void Load(){
     *            GameObject dungeonObj = GameObject.FindGameObjectWithTag("Dungeon");
     *            DungeonGeneration dungeonScript = dungeonObj.GetComponent<DungeonGeneration>();
     *            if (dungeonScript.AllRoomsComplete() == true) {
     *                    GameObject finalLoad = GameObject.Instantiate(Resoures.Load(this.PrefabName())) as GameObject;
     *            }
     *    }
     */

    void Pause()
    {
        Debug.Log("Pausing game...");
        checkScreen.SetActive(true);
        health.SetActive(false);
        inventory.SetActive(false);
        player.GetComponent <Player>().enabled = false;
        Time.timeScale = 0f;
        GameIsPaused   = true;


        DungeonGeneration dungeonScript = dungeonObj.GetComponent <DungeonGeneration>();

        if (dungeonScript.AllRoomsComplete())
        {
            endScreen.SetActive(true);
        }
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(keys["Reset"]))
        {
            //end/delete any current effects that might persist
            SceneManager.LoadScene(SceneManager.GetActiveScene().name);
        }

        if (Input.GetKey(keys["ZoomOut"]))
        {
            Camera.main.orthographicSize = Mathf.Min(9.0f, Camera.main.orthographicSize + 0.01f);
        }

        if (Input.GetKey(keys["ZoomIn"]))
        {
            Camera.main.orthographicSize = Mathf.Max(1.0f, Camera.main.orthographicSize - 0.01f);
        }

        // GODMODE
        if (Input.GetKeyDown(keys["GodModeToggle"]))
        {
            // makes the player invincible and allows them to walk through walls

            if (playerObj.layer == LayerMask.NameToLayer("Default"))
            {
                playerObj.layer        = LayerMask.NameToLayer("GodMode");
                playerScript.baseSpeed = 3f;
            }
            else
            {
                playerObj.layer        = LayerMask.NameToLayer("Default");
                playerScript.baseSpeed = 1f;
            }

            //
        }
        //Godmode commands
        if (playerObj.layer == LayerMask.NameToLayer("GodMode"))
        {
            GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
            playerObj.GetComponent <Player>().replenishWeapon("Sword", 1f);
            playerObj.GetComponent <Player>().replenishWeapon("Bow", 1f);



            if (Input.GetKeyDown(keys["CompleteRoom"]))
            {
                //A way to complete a room from outside. Might want to also make it delete all enemies?
                GameObject roomManager = GameObject.FindGameObjectWithTag("ActiveRoom");
                roomManager.GetComponent <RoomManager>().CompleteRoom();
            }
        }

        if (Input.GetKeyDown(keys["GetCompletionStatus"]))
        {
            // Prints to the Debug log wether all rooms have been completed
            // More of an example of how to use it than a debug feature

            GameObject        dungeonObj    = GameObject.FindGameObjectWithTag("Dungeon");
            DungeonGeneration dungeonScript = dungeonObj.GetComponent <DungeonGeneration>();

            Debug.Log("All Rooms Completed: " + dungeonScript.AllRoomsComplete());
        }
    }