Example #1
0
    private void Update()
    {
        if (controller.m_changeLevel.triggered)
        {
            SceneManager_JamieG.Instance.LoadNextLevel();
        }
        switch (currentLevel)
        {
        case 1:
        {
            if (!keyUsed)
            {
                if (!keyTrigger.activeInHierarchy)
                {
                    wpnUI.setKey(false);
                    Debug.Log("key worked");

                    walls2.SetTile(new Vector3Int(6, 13, 0), null);
                    walls2.SetTile(new Vector3Int(5, 13, 0), null);
                    walls2.SetTile(new Vector3Int(4, 13, 0), null);

                    walls1.SetTile(new Vector3Int(3, 12, 0), null);
                    walls1.SetTile(new Vector3Int(4, 12, 0), null);
                    walls1.SetTile(new Vector3Int(5, 12, 0), null);


                    keyUsed = true;
                }
            }
        }
        break;

        case 2:
        {
            if (!enemyDead)
            {
                if (level2Enemy1.m_health <= 0 || level2Enemy2.m_health <= 0)
                {
                    levelLiftTrigger.SetActive(true);
                    level2End.TriggerDialogue(0);
                    enemyDead = true;
                }
            }
        }
        break;

        case 3:
        {
            if (!bossDead)
            {
                if (!levelBossIntro)
                {
                    // cinematics.PlayZoomIn();
                    bossDialogue.TriggerDialogue(0);
                    levelBossIntro = true;
                }
                if (boss.m_health <= 0)
                {
                    //dramatic death SE
                    //freeze on enemy as he dies
                    bossDialogue.TriggerDialogue(1);
                    levelLiftTrigger.SetActive(true);
                    bossDead = true;
                }
            }
        }
        break;

        case 4:
        {
            if (!keyUsed)
            {
                if (!keyTrigger.activeInHierarchy)
                {
                    wpnUI.setKey(false);
                    keyUsed = true;
                    walls2.SetTile(new Vector3Int(25, 11, 0), null);
                    walls2.SetTile(new Vector3Int(25, 10, 0), null);
                    walls2.SetTile(new Vector3Int(25, 9, 0), null);
                    walls1.SetTile(new Vector3Int(24, 9, 0), null);
                    walls1.SetTile(new Vector3Int(24, 10, 0), null);
                    walls1.SetTile(new Vector3Int(24, 8, 0), null);
                }
            }
        }
        break;

        case 5:
        {
            if (!keyUsed)
            {
                if (!keyTrigger.activeInHierarchy)
                {
                    wpnUI.setKey(false);
                    keyUsed = true;
                    levelLiftTrigger.SetActive(true);
                }
            }
            if (!vents.activeInHierarchy && !endVentDialogue.activeInHierarchy)
            {
                endVentDialogue.SetActive(true);
            }
            //if(endVentDialogueCanPlay)
            //{
            //    endVentDialogue.SetActive(true);
            //    endVentDialogueCanPlay = false;
            //}
        }
        break;

        case 6:
        {
            if (!bossDead)
            {
                if (!levelBossIntro)
                {
                    bossDialogue.TriggerDialogue(0);
                    levelBossIntro = true;
                }
                if (boss.m_health <= 0)
                {
                    //dramatic death SE
                    //freeze on enemy as he dies
                    bossDialogue.TriggerDialogue(1);
                    levelLiftTrigger.SetActive(true);
                    bossDead = true;
                }
            }
            if (!drawFreezer)
            {
                walls2.SetTile(new Vector3Int(23, 10, 0), null);
                walls2.SetTile(new Vector3Int(23, 9, 0), null);
                walls2.SetTile(new Vector3Int(23, 8, 0), null);

                walls1.SetTile(new Vector3Int(22, 7, 0), null);
                walls1.SetTile(new Vector3Int(22, 8, 0), null);
                walls1.SetTile(new Vector3Int(22, 9, 0), null);
            }
            else if (drawFreezer)
            {
                walls2.SetTile(new Vector3Int(23, 10, 0), topDoorTile);
                walls2.SetTile(new Vector3Int(23, 9, 0), topDoorTile);
                walls2.SetTile(new Vector3Int(23, 8, 0), topDoorTile);

                walls1.SetTile(new Vector3Int(22, 7, 0), bottomDoorTile);
                walls1.SetTile(new Vector3Int(22, 8, 0), bottomDoorTile);
                walls1.SetTile(new Vector3Int(22, 9, 0), bottomDoorTile);
            }
        }
        break;

        case 7:
        {
            if (!keyTrigger.activeInHierarchy && !keyUsed)
            {
                levelLiftTrigger.SetActive(true);
                keyUsed = true;
            }
        }
        break;

        case 8:
        {
            if (!keyUsed)
            {
                if (!keyTrigger.activeInHierarchy)
                {
                    walls2.SetTile(new Vector3Int(22, 28, 0), null);
                    walls2.SetTile(new Vector3Int(22, 29, 0), null);
                    walls2.SetTile(new Vector3Int(22, 27, 0), null);

                    walls1.SetTile(new Vector3Int(21, 27, 0), null);
                    walls1.SetTile(new Vector3Int(21, 28, 0), null);
                    walls1.SetTile(new Vector3Int(21, 26, 0), null);
                }
                if (!keyTriggerTwo.activeInHierarchy)
                {
                    walls2.SetTile(new Vector3Int(29, 10, 0), null);
                    walls2.SetTile(new Vector3Int(29, 11, 0), null);
                    walls2.SetTile(new Vector3Int(29, 9, 0), null);

                    walls1.SetTile(new Vector3Int(28, 9, 0), null);
                    walls1.SetTile(new Vector3Int(28, 10, 0), null);
                    walls1.SetTile(new Vector3Int(28, 8, 0), null);
                }
            }
        }
        break;

        case 9:
        {
            if (!bossDead)
            {
                if (!levelBossIntro)
                {
                    bossDialogue.TriggerDialogue(0);
                    levelBossIntro = true;
                }
                if (boss.m_health <= 0)
                {
                    //dramatic death SE
                    //freeze on enemy as he dies
                    bossDialogue.TriggerDialogue(1);
                    levelLiftTrigger.SetActive(true);
                    bossDead = true;
                }
            }
        }
        break;

        case 11:
        {
            if (!keyUsed)
            {
                if (!keyTrigger.activeInHierarchy)
                {
                    wpnUI.setKey(false);
                    keyUsed = true;
                    //door top
                    walls2.SetTile(new Vector3Int(36, 32, 0), null);
                    walls2.SetTile(new Vector3Int(37, 32, 0), null);
                    walls2.SetTile(new Vector3Int(38, 32, 0), null);

                    walls1.SetTile(new Vector3Int(35, 31, 0), null);
                    walls1.SetTile(new Vector3Int(36, 31, 0), null);
                    walls1.SetTile(new Vector3Int(37, 31, 0), null);

                    //door mid-right
                    walls2.SetTile(new Vector3Int(33, 19, 0), null);
                    walls2.SetTile(new Vector3Int(33, 18, 0), null);
                    walls2.SetTile(new Vector3Int(33, 17, 0), null);

                    walls1.SetTile(new Vector3Int(32, 18, 0), null);
                    walls1.SetTile(new Vector3Int(32, 17, 0), null);
                    walls1.SetTile(new Vector3Int(32, 16, 0), null);

                    //door right
                    walls2.SetTile(new Vector3Int(35, 31, 0), null);
                    walls2.SetTile(new Vector3Int(36, 31, 0), null);
                    walls2.SetTile(new Vector3Int(37, 31, 0), null);

                    walls1.SetTile(new Vector3Int(38, 10, 0), null);
                    walls1.SetTile(new Vector3Int(37, 10, 0), null);
                    walls1.SetTile(new Vector3Int(36, 10, 0), null);

                    //door left
                    walls2.SetTile(new Vector3Int(11, 26, 0), null);
                    walls2.SetTile(new Vector3Int(12, 26, 0), null);
                    walls2.SetTile(new Vector3Int(13, 26, 0), null);

                    walls1.SetTile(new Vector3Int(10, 25, 0), null);
                    walls1.SetTile(new Vector3Int(11, 25, 0), null);
                    walls1.SetTile(new Vector3Int(12, 25, 0), null);
                }
            }
        }
        break;

        case 12:
        {
            if (!bossDead)
            {
                if (!levelBossIntro)
                {
                    cinematicDone = false;
                    cinematics.PlayZoomIn();
                    bossDialogue.TriggerDialogue(0);

                    cinematicsTimer++;
                    if (cinematicsTimer >= 2.0f)
                    {
                        cinematics.PlayZoomOut();
                        levelBossIntro = true;
                        cinematicDone  = true;
                    }
                }
                if (boss.m_health <= 0)
                {
                    cinematics.PlayZoomIn();
                    bossDialogue.TriggerDialogue(1);
                    levelLiftTrigger.SetActive(true);
                    bossDead = true;
                }
            }
        }
        break;

        case 13:
        {
            if (!keyUsed)
            {
                if (!keyTrigger.activeInHierarchy)
                {
                    wpnUI.setKey(false);

                    //door top
                    walls2.SetTile(new Vector3Int(33, 17, 0), null);
                    walls2.SetTile(new Vector3Int(34, 17, 0), null);
                    walls2.SetTile(new Vector3Int(35, 17, 0), null);

                    walls1.SetTile(new Vector3Int(34, 16, 0), null);
                    walls1.SetTile(new Vector3Int(33, 16, 0), null);
                    walls1.SetTile(new Vector3Int(32, 16, 0), null);
                    keyUsed = true;
                }
            }
        }
        break;

        case 14:
        {
            if (!keyTrigger.activeInHierarchy)
            {
                levelLiftTrigger.SetActive(true);
                wpnUI.setKey(false);
            }
        }
        break;

        case 15:
        {
            if (!bossDead)
            {
                if (!levelBossIntro)
                {
                    bossDialogue.TriggerDialogue(0);
                    levelBossIntro = true;
                }
                if (boss.m_health <= 0)
                {
                    //dramatic death SE
                    //freeze on enemy as he dies
                    bossDialogue.TriggerDialogue(1);
                    levelLiftTrigger.SetActive(true);
                    bossDead = true;
                }
            }
        }
        break;

        case 16:
        {
            //if (!keyTrigger.activeInHierarchy)
            //{
            //    levelLiftTrigger.SetActive(true);
            //}
        }
        break;

        case 18:
        {
            if (!bossDead)
            {
                if (!levelBossIntro && !dialogBox.activeInHierarchy)
                {
                    bossDialogue.TriggerDialogue(bossDialogIndex);
                    bossDialogIndex++;
                    if (bossDialogIndex == 8)
                    {
                        levelBossIntro = true;
                    }
                }
                if (boss.m_health <= 0)
                {
                    bossDialogue.TriggerDialogue(9);
                    levelLiftTrigger.SetActive(true);
                    bossDead = true;
                }
            }
        }
        break;

        case 19:
        {
            if (!keyUsed)
            {
                if (!keyTrigger.activeInHierarchy)
                {
                    walls1.SetTile(new Vector3Int(24, 9, 0), null);
                    walls1.SetTile(new Vector3Int(25, 9, 0), null);
                    walls1.SetTile(new Vector3Int(23, 9, 0), null);
                    walls2.SetTile(new Vector3Int(25, 10, 0), null);
                    walls2.SetTile(new Vector3Int(26, 10, 0), null);
                    walls2.SetTile(new Vector3Int(24, 10, 0), null);
                    wpnUI.setKey(false);
                    keyUsed = true;
                }
            }
        }
        break;

        case 20:
        {
            if (!bossDead)
            {
                if (!levelBossIntro && !dialogBox.activeInHierarchy)
                {
                    bossDialogue.TriggerDialogue(bossDialogIndex);
                    bossDialogIndex++;
                    if (bossDialogIndex == 14)
                    {
                        //cinematic
                        levelBossIntro = true;
                    }
                }
                if (boss.m_health <= 0 && !dialogBox.activeInHierarchy)
                {
                    //if boss is ninjaroth change to Good Ending
                    if (timeline.playableDirector != timeline.timeline[1])
                    {
                        timeline.ChangeDirector("Bad Ending");
                    }
                    bossDialogue.TriggerDialogue(bossDialogIndex);
                    bossDialogIndex++;
                    levelLiftTrigger.SetActive(true);
                    if (bossDialogIndex == 19)
                    {
                        bossDead = true;
                    }
                    //if (bossDialogIndex == 19)
                    //{
                    //    // just for timeline QA
                    //    timeline.ChangeDirector("Good Ending");
                    //    bossDialogue.TriggerDialogue(bossDialogIndex);
                    //    bossDialogIndex++;
                    //    if (bossDialogIndex == 27)
                    //    bossDead = true;
                    //    //dramatic death SE
                    //    //freeze on enemy as he dies
                    //    //end cinematic
                    //    levelLiftTrigger.SetActive(true);
                    //}
                }
            }
        }
        break;

        default:
            break;
        }
        //if (SceneManager.GetActiveScene().buildIndex == 1 && !keyUsed)
        //{
        //    if (!keyTrigger.activeInHierarchy)
        //    {
        //        Debug.Log("key worked");
        //        objInfWalls.SetTile(new Vector3Int(7, 14, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(6, 14, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(5, 14, 0), null);

        //        walls1.SetTile(new Vector3Int(4, 13, 0), null);
        //        walls1.SetTile(new Vector3Int(5, 13, 0), null);
        //        walls1.SetTile(new Vector3Int(6, 13, 0), null);

        //    }

        //}
        //if (SceneManager.GetActiveScene().buildIndex == 2 && !enemyDead)
        //{
        //    if (level2Enemy1.m_health <= 0 || level2Enemy2.m_health <= 0)
        //    {
        //        levelLiftTrigger.SetActive(true);
        //        level2End.TriggerDialogue(0);
        //        enemyDead = true;

        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 3 && !bossDead)
        //{
        //    if (boss.m_health <= 0)
        //    {
        //        //dramatic death SE
        //        //freeze on enemy as he dies
        //        bossDialogue.TriggerDialogue(0);
        //        levelLiftTrigger.SetActive(true);
        //        bossDead = true;

        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 4 && !keyUsed)
        //{
        //   if(!keyTrigger.activeInHierarchy)
        //    {
        //        walls2.SetTile(new Vector3Int(26, 10, 0), null);
        //        walls2.SetTile(new Vector3Int(26, 11, 0), null);
        //        walls2.SetTile(new Vector3Int(26, 12, 0), null);
        //        walls1.SetTile(new Vector3Int(25, 9, 0), null);
        //        walls1.SetTile(new Vector3Int(25, 10, 0), null);
        //        walls1.SetTile(new Vector3Int(25, 11, 0), null);
        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 5 && !keyUsed)
        //{
        //    if (!keyTrigger.activeInHierarchy)
        //    {
        //        levelLiftTrigger.SetActive(true);
        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 6 && !bossDead)
        //{
        //    if(!levelBossIntro)
        //    {
        //        bossDialogue.TriggerDialogue(0);
        //        levelBossIntro = true;
        //    }
        //    if (boss.m_health <= 0)
        //    {
        //        //dramatic death SE
        //        //freeze on enemy as he dies
        //        bossDialogue.TriggerDialogue(1);
        //        levelLiftTrigger.SetActive(true);
        //        bossDead = true;

        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 8 && !keyUsed)
        //{
        //    if (!keyTrigger.activeInHierarchy)
        //    {
        //        walls2.SetTile(new Vector3Int(23, 28, 0), null);
        //        walls2.SetTile(new Vector3Int(23, 29, 0), null);
        //        walls2.SetTile(new Vector3Int(23, 30, 0), null);

        //        walls1.SetTile(new Vector3Int(22, 27, 0), null);
        //        walls1.SetTile(new Vector3Int(22, 28, 0), null);
        //        walls1.SetTile(new Vector3Int(22, 29, 0), null);

        //    }
        //    if (!keyTriggerTwo.activeInHierarchy)
        //    {
        //        walls2.SetTile(new Vector3Int(30, 10, 0), null);
        //        walls2.SetTile(new Vector3Int(30, 11, 0), null);
        //        walls2.SetTile(new Vector3Int(30, 12, 0), null);

        //        walls1.SetTile(new Vector3Int(29, 9, 0), null);
        //        walls1.SetTile(new Vector3Int(29, 10, 0), null);
        //        walls1.SetTile(new Vector3Int(29, 11, 0), null);
        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 9 && !bossDead)
        //{
        //    if (!levelBossIntro)
        //    {
        //        bossDialogue.TriggerDialogue(0);
        //        levelBossIntro = true;
        //    }
        //    if (boss.m_health <= 0)
        //    {
        //        //dramatic death SE
        //        //freeze on enemy as he dies
        //        bossDialogue.TriggerDialogue(1);
        //        levelLiftTrigger.SetActive(true);
        //        bossDead = true;

        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 11 && !keyUsed)
        //{
        //    if (!keyTrigger.activeInHierarchy)
        //    {
        //        //door top
        //        objInfWalls.SetTile(new Vector3Int(36, 32, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(37, 32, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(38, 32, 0), null);

        //        walls1.SetTile(new Vector3Int(35, 31, 0), null);
        //        walls1.SetTile(new Vector3Int(36, 31, 0), null);
        //        walls1.SetTile(new Vector3Int(37, 31, 0), null);

        //        //door mid-right
        //        objInfWalls.SetTile(new Vector3Int(33, 19, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(33, 18, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(33, 17, 0), null);

        //        walls1.SetTile(new Vector3Int(32, 18, 0), null);
        //        walls1.SetTile(new Vector3Int(32, 17, 0), null);
        //        walls1.SetTile(new Vector3Int(32, 16, 0), null);

        //        //door right
        //        objInfWalls.SetTile(new Vector3Int(35, 31, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(36, 31, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(37, 31, 0), null);

        //        walls1.SetTile(new Vector3Int(38, 10, 0), null);
        //        walls1.SetTile(new Vector3Int(37, 10, 0), null);
        //        walls1.SetTile(new Vector3Int(36, 10, 0), null);

        //        //door left
        //        objInfWalls.SetTile(new Vector3Int(11, 26, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(12, 26, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(13, 26, 0), null);

        //        walls1.SetTile(new Vector3Int(10, 25, 0), null);
        //        walls1.SetTile(new Vector3Int(11, 25, 0), null);
        //        walls1.SetTile(new Vector3Int(12, 25, 0), null);
        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 12 && !bossDead)
        //{
        //    if (!levelBossIntro)
        //    {
        //        bossDialogue.TriggerDialogue(0);
        //        levelBossIntro = true;
        //    }
        //    if (boss.m_health <= 0)
        //    {

        //        bossDialogue.TriggerDialogue(1);
        //        levelLiftTrigger.SetActive(true);
        //        bossDead = true;

        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 13 && !keyUsed)
        //{
        //    if (!keyTrigger.activeInHierarchy)
        //    {
        //        //door top
        //        objInfWalls.SetTile(new Vector3Int(33, 17, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(34, 17, 0), null);
        //        objInfWalls.SetTile(new Vector3Int(35, 17, 0), null);

        //        walls1.SetTile(new Vector3Int(34, 16, 0), null);
        //        walls1.SetTile(new Vector3Int(33, 16, 0), null);
        //        walls1.SetTile(new Vector3Int(32, 16, 0), null);
        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 14)
        //{
        //    if (!keyTrigger.activeInHierarchy)
        //    {
        //        levelLiftTrigger.SetActive(true);
        //    }

        //}
        //if (SceneManager.GetActiveScene().buildIndex == 15 && !bossDead)
        //{
        //    if (!levelBossIntro)
        //    {
        //        bossDialogue.TriggerDialogue(0);
        //        levelBossIntro = true;
        //    }
        //    if (boss.m_health <= 0)
        //    {
        //        //dramatic death SE
        //        //freeze on enemy as he dies
        //        bossDialogue.TriggerDialogue(1);
        //        levelLiftTrigger.SetActive(true);
        //        bossDead = true;
        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 16)
        //{
        //    //If pressure pad activated then reopen the above doors (awaiting pressure pad prefab)
        //    /*
        //     * Below to go into the if function
        //    walls1.SetTile(new Vector3Int(12, 26, 0), null);
        //    walls1.SetTile(new Vector3Int(12, 25, 0), null);
        //    walls1.SetTile(new Vector3Int(12, 24, 0), null);
        //    walls2.SetTile(new Vector3Int(13, 27, 0), null);
        //    walls2.SetTile(new Vector3Int(13, 26, 0), null);
        //    walls2.SetTile(new Vector3Int(13, 25, 0), null);
        //    */
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 16)
        //{
        //    if (!keyTrigger.activeInHierarchy)
        //    {
        //        levelLiftTrigger.SetActive(true);
        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 18 && !bossDead)
        //{
        //    if (!levelBossIntro && !dialogBox.activeInHierarchy)
        //    {
        //        bossDialogue.TriggerDialogue(bossDialogIndex);
        //        bossDialogIndex++;
        //        if (bossDialogIndex == 8)
        //        {
        //            levelBossIntro = true;
        //        }
        //    }
        //    if (boss.m_health <= 0)
        //    {

        //        bossDialogue.TriggerDialogue(9);
        //        levelLiftTrigger.SetActive(true);
        //        bossDead = true;

        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 19)
        //{
        //    if (!keyTrigger.activeInHierarchy)
        //    {
        //        walls1.SetTile(new Vector3Int(24, 10, 0), null);
        //        walls1.SetTile(new Vector3Int(25, 10, 0), null);
        //        walls1.SetTile(new Vector3Int(26, 10, 0), null);
        //        walls2.SetTile(new Vector3Int(25, 11, 0), null);
        //        walls2.SetTile(new Vector3Int(26, 11, 0), null);
        //        walls2.SetTile(new Vector3Int(27, 11, 0), null);
        //    }
        //}
        //if (SceneManager.GetActiveScene().buildIndex == 20 && !bossDead)
        //{
        //    if (!levelBossIntro && !dialogBox.activeInHierarchy)
        //    {
        //        bossDialogue.TriggerDialogue(bossDialogIndex);
        //        bossDialogIndex++;
        //        if (bossDialogIndex == 14)
        //            //cinematic
        //            levelBossIntro = true;
        //    }
        //    if (boss.m_health <= 0)
        //    {
        //        //dramatic death SE
        //        //freeze on enemy as he dies
        //        //end cinematic
        //        levelLiftTrigger.SetActive(true);
        //        bossDead = true;

        //    }
        //}
    }
Example #2
0
    private void Update()
    {
        if (SceneManager.GetActiveScene().buildIndex == 12 && !bossDead)
        {
            if (!levelBossIntro)
            {
                bossDialogue.TriggerDialogue(0);
                levelBossIntro = true;
            }
            if (boss.m_health <= 0)
            {
                bossDialogue.TriggerDialogue(1);
                levelLiftTrigger.SetActive(true);
                bossDead = true;
            }
        }
        if (SceneManager.GetActiveScene().buildIndex == 14)
        {
            if (!keyTrigger.activeInHierarchy)
            {
                levelLiftTrigger.SetActive(true);
            }
            //If pressure pad activated then reopen the above doors (awaiting pressure pad prefab)

            /*
             * Below to go into the if function
             * walls1.SetTile(new Vector3Int(12, 26, 0), null);
             * walls1.SetTile(new Vector3Int(12, 25, 0), null);
             * walls1.SetTile(new Vector3Int(12, 24, 0), null);
             * walls2.SetTile(new Vector3Int(13, 27, 0), null);
             * walls2.SetTile(new Vector3Int(13, 26, 0), null);
             * walls2.SetTile(new Vector3Int(13, 25, 0), null);
             */
        }
        if (SceneManager.GetActiveScene().buildIndex == 16)
        {
            if (!enemyToKill.activeInHierarchy)
            {
                levelLiftTrigger.SetActive(true);
            }
        }
        if (SceneManager.GetActiveScene().buildIndex == 18 && !bossDead)
        {
            if (!levelBossIntro && !dialogBox.activeInHierarchy)
            {
                bossDialogue.TriggerDialogue(bossDialogIndex);
                bossDialogIndex++;
                if (bossDialogIndex == 8)
                {
                    levelBossIntro = true;
                }
            }
            if (boss.m_health <= 0)
            {
                Debug.Log("DEAD");
                bossDialogue.TriggerDialogue(9);
                levelLiftTrigger.SetActive(true);
                bossDead = true;
            }
        }
        if (SceneManager.GetActiveScene().buildIndex == 19)
        {
            if (!keyTrigger.activeInHierarchy)
            {
                walls1.SetTile(new Vector3Int(24, 10, 0), null);
                walls1.SetTile(new Vector3Int(25, 10, 0), null);
                walls1.SetTile(new Vector3Int(26, 10, 0), null);
                walls2.SetTile(new Vector3Int(25, 11, 0), null);
                walls2.SetTile(new Vector3Int(26, 11, 0), null);
                walls2.SetTile(new Vector3Int(27, 11, 0), null);
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (SceneManager.GetActiveScene().buildIndex == 11 && !keyUsed)
        {
            if (!keyTrigger.activeInHierarchy)
            {
                Debug.Log("key worked");
                //door top
                objInfWalls.SetTile(new Vector3Int(36, 32, 0), null);
                objInfWalls.SetTile(new Vector3Int(37, 32, 0), null);
                objInfWalls.SetTile(new Vector3Int(38, 32, 0), null);

                objWalls.SetTile(new Vector3Int(35, 31, 0), null);
                objWalls.SetTile(new Vector3Int(36, 31, 0), null);
                objWalls.SetTile(new Vector3Int(37, 31, 0), null);

                //door mid-right
                objInfWalls.SetTile(new Vector3Int(33, 19, 0), null);
                objInfWalls.SetTile(new Vector3Int(33, 18, 0), null);
                objInfWalls.SetTile(new Vector3Int(33, 17, 0), null);

                objWalls.SetTile(new Vector3Int(32, 18, 0), null);
                objWalls.SetTile(new Vector3Int(32, 17, 0), null);
                objWalls.SetTile(new Vector3Int(32, 16, 0), null);

                //door right
                objInfWalls.SetTile(new Vector3Int(35, 31, 0), null);
                objInfWalls.SetTile(new Vector3Int(36, 31, 0), null);
                objInfWalls.SetTile(new Vector3Int(37, 31, 0), null);

                objWalls.SetTile(new Vector3Int(38, 10, 0), null);
                objWalls.SetTile(new Vector3Int(37, 10, 0), null);
                objWalls.SetTile(new Vector3Int(36, 10, 0), null);

                //door left
                objInfWalls.SetTile(new Vector3Int(11, 26, 0), null);
                objInfWalls.SetTile(new Vector3Int(12, 26, 0), null);
                objInfWalls.SetTile(new Vector3Int(13, 26, 0), null);

                objWalls.SetTile(new Vector3Int(10, 25, 0), null);
                objWalls.SetTile(new Vector3Int(11, 25, 0), null);
                objWalls.SetTile(new Vector3Int(12, 25, 0), null);
            }
        }

        if (SceneManager.GetActiveScene().buildIndex == 13 && !keyUsed)
        {
            if (!keyTrigger.activeInHierarchy)
            {
                Debug.Log("key worked");
                //door top
                objInfWalls.SetTile(new Vector3Int(33, 17, 0), null);
                objInfWalls.SetTile(new Vector3Int(34, 17, 0), null);
                objInfWalls.SetTile(new Vector3Int(35, 17, 0), null);

                objWalls.SetTile(new Vector3Int(34, 16, 0), null);
                objWalls.SetTile(new Vector3Int(33, 16, 0), null);
                objWalls.SetTile(new Vector3Int(32, 16, 0), null);
            }
        }

        if (SceneManager.GetActiveScene().buildIndex == 15 && !bossDead)
        {
            if (!levelBossIntro)
            {
                bossDialogue.TriggerDialogue(0);
                levelBossIntro = true;
            }
            if (boss.m_health <= 0)
            {
                //dramatic death SE
                //freeze on enemy as he dies
                bossDialogue.TriggerDialogue(1);
                levelLiftTrigger.SetActive(true);
                bossDead = true;
            }
        }
    }