Ejemplo n.º 1
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag.Equals("Dialogue"))
     {
         counter += 1;
         if (counter == 1)
         {
             ConversationManager.Instance.StartConversation(Conversation_1);
             GameObject.Find("Dialogue Trigger").SetActive(false);
         }
         else if (counter == 2)
         {
             ConversationManager.Instance.StartConversation(Conversation_2);
             GameObject.Find("Dialogue Trigger (1)").SetActive(false);
         }
         else if (counter == 3)
         {
             ConversationManager.Instance.StartConversation(Conversation_3);
             GameObject.Find("Dialogue Trigger (2)").SetActive(false);
         }
     }
     if (collision.tag.Equals("Compass"))
     {
         nav.GetComponent <SpriteRenderer>().enabled = true;
         GameObject.Find("compass").SetActive(false);
     }
     if (collision.tag.Equals("End"))
     {
         ConversationManager.Instance.StartConversation(Conversation_4);
         GameObject.Find("Dialogue Trigger End").SetActive(false);
     }
     if (collision.tag.Equals("Block"))
     {
         tmm.UpdateDoor(MazeDoorEnum.Door1, MazeDoorState.Close);
         tmm.UpdateDoor(MazeDoorEnum.Door2, MazeDoorState.Close);
     }
     if (collision.tag.Equals("Open"))
     {
         tmm.UpdateDoor(MazeDoorEnum.Door0, MazeDoorState.Close);
         tmm.UpdateDoor(MazeDoorEnum.Door1, MazeDoorState.Open);
         tmm.UpdateDoor(MazeDoorEnum.Door2, MazeDoorState.Open);
     }
 }
    /// <summary>
    /// Update the maze
    /// </summary>
    private void UpdateMaze()
    {
        List <MazeDoorEnum> selectedMazeDoors = new List <MazeDoorEnum>();

        //Select some available maze doors
        bool add = Random.value < difficulty;

        foreach (MazeDoorEnum mazeDoor in availableMazeDoors)
        {
            if (add == true)
            {
                selectedMazeDoors.Add(mazeDoor);
            }
            add = Random.value < difficulty;
        }

        //Update each selected maze door
        foreach (MazeDoorEnum mazeDoor in selectedMazeDoors)
        {
            tileMapManager.UpdateDoor(mazeDoor, MazeDoorState.Auto);
        }
    }