Ejemplo n.º 1
0
    void NextSequence()
    {
        switch (step)
        {
        case 0:                 //Lock Doors and start first dailogue
            StartCoroutine(door1.Close());
            StartCoroutine(door2.Close());
            dialogue1.TriggerDialogue();
            break;

        case 1:                 //Open hatches
            StartCoroutine(hatch.Open());
            break;

        case 2:                          //flood room with acid (not damaging acid)
            StartCoroutine(acid.Open()); //using door behavior on it for simplicity
            break;

        case 3:                 //Second dialogue
            dialogue2.TriggerDialogue();
            break;

        case 4:                 //make player explode
            player.Damage(100, 0);
            break;

        case 5:                 //Final dialogue
            dialogue3.TriggerDialogue();
            break;

        case 6:                 //Exit Level
            gm.GoToLevel(2);
            break;
        }
    }
Ejemplo n.º 2
0
 public void CloseEndDoor()
 {
     if (elevatorType == ElevatorType.end)
     {
         if (attachedDoor)
         {
             attachedDoor.Close();
         }
     }
 }
Ejemplo n.º 3
0
    //private void Start() {
    //	if (door = null) {
    //		door = GetComponentInChildren<DoorBehavior>();
    //	}
    //}

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (isActive)
        {
            if (collision.gameObject.CompareTag("Player"))
            {
                switch (function)
                {
                case TriggerType.Open:
                    StartCoroutine(door.Open());
                    break;

                case TriggerType.Close:
                    StartCoroutine(door.Close());
                    break;

                case TriggerType.OpenAndClose:
                    Stop();
                    StartCoroutine(door.Open());
                    break;
                }
            }
        }
    }