// Update is called once per frame void Update() { if (checkAvgEnv == true) { if (currAvgEnv > (prevAvgEnv * 1.002f)) { //Torch changes to dreader color if (currFlameColor == 0) { changeTorches(dreadTorch); randomNum(); if (flameSoundPlaying == false && currRand == 1) { flameBGM.Play(); flameSoundPlaying = true; } currFlameColor = 1; } //Walls change as heart rate increases due to being scared. //crossFadeScript.crossFadeTo (mainWallChange, wallOffset, wallTiling); crossFadeScript.crossFadeTo(mainWallChange, wallOffset, wallTiling, smallWallOffset, smallWallTiling, tinyWallOffset, tinyWallTiling, threshWallOffset, threshWallTiling); //Add more enemies (delusions of enemies) in the pillar room based on high HRV pillarRoom.enableDelusions(); //change enemy range radius //endEnemyRadius.GetComponent<SphereCollider>().radius = 32f; foreach (GameObject enemyRange in enemyDetectors) { enemyRange.GetComponent <SphereCollider>().radius = 32f; } toggleEnvFlags(); } else if (currAvgEnv <= (prevAvgEnv * 1.002f)) //Should still be *0.something equivalent of high heart rate value //torch changes back to normal { if (currFlameColor == 1) { changeTorches(baseTorch); currFlameColor = 0; } //reset enemy range radius //endEnemyRadius.GetComponent<SphereCollider>().radius = 25f; foreach (GameObject enemyRange in enemyDetectors) { enemyRange.GetComponent <SphereCollider>().radius = 25f; } toggleEnvFlags(); } else //When the value is near the previous average (initially anyways) { toggleEnvFlags(); } } /**envTime += Time.deltaTime; * if (envTime >= 1f) { * pillarRoom.enableDelusions(); * //Debug.Log(floor.terrainData.splatPrototypes[0].texture); * //floor.terrainData.splatPrototypes[0].texture = (Texture2D) firstWallChange; * * //crossFadeScript.crossFadeTo (mainWallChange, wallOffset, wallTiling, smallWallOffset, smallWallTiling, tinyWallOffset, tinyWallTiling, threshWallOffset, threshWallTiling); * envTime = 0f; * }**/ //Set of code to check player location, and change wall texture and materials accordingly. Also start changing the roof //The tricky part: The tiling and offset for the other stuff when they come (if they have different tillings and offsets that is) if (crossFadeScript.hasWallsChanged() == true && respawnLocation.passedCheckPoint1 == true && usedSecondChange == false) { mainWallChange = secondWallChange; crossFadeScript.setNewMaterial(thirdMaterial, thirdSmallWallMaterial, thirdTinyWallMaterial, thirdThreshMaterial); crossFadeScript.resetWallChanging(); crossFadeScript.startChangeRoof(); usedSecondChange = true; } else if (crossFadeScript.hasWallsChanged() == true && respawnLocation.passedCheckPoint3 == true && usedThirdChange == false) { mainWallChange = thirdWallChange; crossFadeScript.setNewMaterial(fourthMaterial, fourthSmallWallMaterial, fourthTinyWallMaterial, fourthThreshMaterial); crossFadeScript.resetWallChanging(); crossFadeScript.startChangeRoof(); usedThirdChange = true; } }