Example #1
0
 public void ResetPuzzle()
 {
     if (!solved)
     {
         puzzleWasReset = true;
         resetter.ResetRoom();
         foreach (Box box in originalBoxList)
         {
             Destroy(box.gameObject);
         }
         accumulatedBoxes = accumulatedScore = 0;
     }
 }
Example #2
0
 public override void interact(Pickup pickup)
 {
     if (canReset)
     {
         GetComponentInChildren <Animator>().Play("ButtonPress");
         Controller.ResetRoom();
         pickup.characterController.dealDamage(2);
         canReset = false;
     }
     else
     {
         pickup.e_button_exception.flash_text(get_exception(0), 1);
     }
 }
Example #3
0
    IEnumerator StartLockDown(bool reset = false)
    {
        if (!reset)
        {
            state = LockDownState.preping;
            //Queue Doors
            //Queue Lights
            onEnter.Invoke();
            //Queue Music
            //Queue UI
            Player.singleton.UI.SetActive(false);
            MusicManager.singleton.PlayTrack(trackBuildUp);
            lockdownAnnounce.SetActive(true);
            lockdownBackground.SetActive(true);
            yield return(new WaitForSeconds(3f));

            Player.singleton.UI.SetActive(true);
            lockdownAnnounce.SetActive(false);
            lockdownBackground.SetActive(false);
            //Trigger conversation
            beforeConversation.Trigger();
            beforeConversation.conversation.SetProgress(0);
            yield return(new WaitUntil(() => beforeConversation.conversation.Done()));

            Player.singleton.UI.SetActive(false);
            lockdownBackground.SetActive(true);
            lockdownTutorial1.SetActive(true);
            yield return(new WaitUntil(() => Input.GetButtonDown("Interact/Pickup")));

            yield return(new WaitForSeconds(0.1f));

            lockdownTutorial1.SetActive(false);
            lockdownTutorial2.SetActive(true);
            yield return(new WaitUntil(() => Input.GetButtonDown("Interact/Pickup")));

            lockdownTutorial2.SetActive(false);
            lockdownBackground.SetActive(false);
            Player.singleton.UI.SetActive(true);
        }
        yield return(new WaitForSeconds(3f));

        if (!reset)
        {
            MusicManager.singleton.QueueUpNextTrack(trackNormal);
        }
        //Queue Spawners
        foreach (BoxSpawner spawner in spawners)
        {
            spawner.TurnSpawnerOn();
        }
        //Show Lockdown UI
        LockdownSystem.ShowUI();
        LockdownSystem.UpdateUI(this);
        state = LockDownState.doing;
        yield return(new WaitUntil(() => spawnersEmpty == true || liveBoxCount > boxLimit)); //Target reached or Player fails

        if (liveBoxCount > boxLimit)
        {
            //Show UI saying the player lost
            //Wait a bit
            yield return(new WaitForSeconds(3f));

            //Destroy all the boxes in the room
            resetter.ResetRoom();
            //Reset the spawners
            foreach (BoxSpawner spawner in spawners)
            {
                spawner.ResetSpawner();
            }
            //Put Player back at start of lockdown
            Player.singleton.transform.position = resetTransform.position;
            Player.singleton.myPickup.ClearInventory();
            //Start Lockdown again
            LockdownSystem.ShowUI(false);
            liveBoxCount = 0;
            StartCoroutine(StartLockDown(true));
            yield break;
        }
        state = LockDownState.finishing;
        LockdownSystem.ShowUI(false);
        //Unlock doors
        //Restore lights, music, doors etc.
        onComplete.Invoke();
        MusicManager.singleton.QueueUpNextTrack(null);
        afterConversation.Trigger();
    }