IEnumerator StartSequenceHiders()
    {
        playerObject1.BlockMovement();
        playerObject2.BlockMovement();
        foreach (GameObject AI in GameObject.FindGameObjectsWithTag("NPC"))
        {
            AIMove = AI.GetComponent <AIMovement>();
            AIMove.BlockMovement();
        }
        //AIMove.BlockMovement();
        hunterLookScreen.SetActive(true);
        yield return(new WaitForSeconds(2));

        vampireAwayMessage.SetActive(true);
        yield return(new WaitForSeconds(4));

        vampireAwayMessage.SetActive(false);
        hunterLocationMessage.SetActive(true);
        yield return(new WaitForSeconds(4));

        hunterLookScreen.SetActive(false);
        playerObject1.DisplayRing();
        yield return(new WaitForSeconds(4));

        vampireLookScreen.SetActive(true);
        hunterAwayMessage.SetActive(true);
        yield return(new WaitForSeconds(4));

        hunterAwayMessage.SetActive(false);
        vampireLocationMessage.SetActive(true);
        yield return(new WaitForSeconds(4));

        vampireLookScreen.SetActive(false);
        playerObject2.DisplayRing();
        yield return(new WaitForSeconds(4));

        countdownScreen.SetActive(true);
        count3.SetActive(true);
        yield return(new WaitForSeconds(1));

        count2.SetActive(true);
        count3.SetActive(false);
        yield return(new WaitForSeconds(1));

        count1.SetActive(true);
        count2.SetActive(false);
        yield return(new WaitForSeconds(1));

        countdownScreen.SetActive(false);
        playerObject1.AllowMovement();
        playerObject2.AllowMovement();
        foreach (GameObject AI in GameObject.FindGameObjectsWithTag("NPC"))
        {
            AIMove = AI.GetComponent <AIMovement>();
            AIMove.AllowMovement();
        }
        countDown.StartCounting();
    }
Example #2
0
    public void AllowMovement()
    {
        AIMovement garbageMan = GetComponentInParent <AIMovement>();

        if (garbageMan)
        {
            garbageMan.AllowMovement();
        }
    }