Beispiel #1
0
    public void FillCylinder()
    {
        if (objectNum <= 20)
        {
            StartCoroutine(LateCall());
        }
        else
        {
            StopCoroutine(LateCall());

            foreach (GameObject g in triggerToDeactivate)
            {
                g.SetActive(false);
            }

            foreach (GameObject t in particleToActivate)
            {
                t.SetActive(true);
            }

            animal.LightingRoutine = false;

            Variables_To_Save persistentValues = GameObject.Find("Persistent_Values").GetComponent <Variables_To_Save>();
            persistentValues.cylinderIsFull = true;
        }
    }
Beispiel #2
0
    //Reseting the rolling ball.
    public void RollingBall()
    {
        persistentValues = GameObject.Find("Persistent_Values").GetComponent <Variables_To_Save>();
        persistentValues.rollingBall.SetActive(false);

        persistentValues.rollingBall.GetComponent <Animation>()["Rolling_Ball"].time = 0;
    }
Beispiel #3
0
    public void ChangeSettings()
    {
        persistentValues = GameObject.Find("Persistent_Values").GetComponent<Variables_To_Save>();

        //Player.
        persistentValues.currentPlayerPrefab = currentPlayer;
        Checkpoint_Manager manager = GameObject.Find("CheckPoint_Manager").GetComponent<Checkpoint_Manager>();
        manager.player = persistentValues.playerPrefabs[currentPlayer];

        //Camera change.
        persistentValues.cameraPrefab.GetComponent<MFreeLookCamera>().m_Target = persistentValues.playerPrefabs[currentPlayer].transform;

        //Skybox.
        RenderSettings.skybox = cubeMap;
        DynamicGI.UpdateEnvironment();

        for (int i = 0; i <= persistentValues.skyboxes.Length - 1; i++)
        {
            if(cubeMap == persistentValues.skyboxes[i])
            {
                persistentValues.currentSkybox = i;
            }
        }

        //Light Source.
        persistentValues.lights[chooseLight].SetActive(true);
        persistentValues.currentLight = chooseLight;

        for(int i = 0; i <= persistentValues.lights.Length - 1; i++)
        {
            if(persistentValues.lights[i] != persistentValues.lights[chooseLight])
            {
                persistentValues.lights[i].SetActive(false);
            }
        }

        //Fall triggers.
        persistentValues.fallTriggers[fallTriggers].SetActive(true);
        persistentValues.currentFallTriggers = fallTriggers;

        for (int i = 0; i <= persistentValues.fallTriggers.Length - 1; i++)
        {
            if (persistentValues.fallTriggers[i] != persistentValues.fallTriggers[fallTriggers])
            {
                persistentValues.fallTriggers[i].SetActive(false);
            }
        }
    }
Beispiel #4
0
 //Reseting lighting wall position.
 public void LightingWall()
 {
     persistentValues = GameObject.Find("Persistent_Values").GetComponent <Variables_To_Save>();
     persistentValues.lightingWall.GetComponent <Animation>()["Pressure"].time = 0;
 }