Example #1
0
    //This trigger opens the elevator when the player has returned with the keycard
    //There is a small delay between playing the animation and when the player is moved down
    void OnTriggerStay(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            if (key == true)
            {
                Elevator.enabled = true;


                Timer = Timer - Time.deltaTime;

                if (Timer <= 0)
                {
                    other.transform.position = new Vector2(84.50f, -40f);
                    audioVolume.PlayMusic();
                }

                Debug.Log("Move");
            }
            else
            {
                Debug.Log("No Key");
            }
        }
    }
 //When the player enters the elevator it will play the correct sound and also disables the colliders
 //This is done so the sound does not continue when the player goes back to it
 void OnTriggerEnter(Collider Other)
 {
     if (Other.gameObject.tag == "Player")
     {
         audioVolume.PlayMusic();
         Elevator.SetBool("Play", true);
         GetComponent <Collider>().enabled = false;
     }
 }
    //This plays a sound as well as an animation then the box collider is turned off so that the user can't make the sound go off again

    void OnTriggerEnter(Collider Other)
    {
        if (Other.gameObject.tag == "Player")
        {
            audioVolume.PlayMusic();
            anim.enabled = true;
            GetComponent <Collider>().enabled = false;
        }
    }
Example #4
0
    void OnCollisionEnter(Collision coll)
    {
        //if enemies hit self or other enemies ignore for gravity
        if (coll.gameObject.tag == "Enemy")
        {
        }
        else if (coll.gameObject.tag == "Claw")
        {
            Destroy(this);
        }

        else
        {
            //turn gravity sound on
            RB.useGravity = true;
            audioVolume.PlayMusic();
        }
    }
 // Use this for initialization
 void Start()
 {
     audioVolume.PlayMusic();
 }