// If this collides with DeadDimension, turn it "on" and play any narration void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "DeadDimension") { if (other.bounds.Contains(top) && other.bounds.Contains(middle) && other.bounds.Contains(bottom)) { //let the rift know we need to know when it's gone RiftMeshManager.AddDeadObject(this); //read the narration once if (narrationReady == true) { Narration.Narrate(narrationClip); narrationReady = false; } //make changes to the scene in response to this being revealed if (toggleA != null) { toggleA.SetActive(true); } if (toggleB != null) { toggleB.SetActive(false); } } } }
// Play the sudio source's sound when the player touches this, then disable the collider void OnTriggerEnter(Collider other) { if (narrationReady == true && other.gameObject.tag == "Player") { Narration.Narrate(narrationClip); narrationReady = false; } }
// Plays the start narration once, if possible public void playStartNarration() { if (startNarrationReady == true) { Narration.Narrate(startNarrationClip); startNarrationReady = false; } }
// Plays the exit narration once, if possible public void PlayExitNarration() { if (exitNarrationReady == true) { Narration.Narrate(exitNarrationClip); exitNarrationReady = false; } }
// Plays the pickup narration if possible public void PlayPickupNarration() { if (pickupNarrationReady == true) { Debug.Log("cool key");//test Narration.Narrate(pickupNarrationClip); pickupNarrationReady = false; } }
/* A method that moves the camera to a new location within the scene */ public void MoveTo(Transform newPosition) { float step = moveSpeed * Time.deltaTime; // calculate distance to move while (Vector3.Distance(transform.position, newPosition.position) >= 1.00f) { transform.position = Vector3.MoveTowards(transform.position, newPosition.position, step); } narrationText.Narrate(); }
private void OnTriggerEnter(Collider other) { //only activate when the player is near if (other.gameObject.tag == "Player") { material.color = Color.green; interactable = true; //play narration if possible if (nearbyNarrationReady == true) { Narration.Narrate(nearbyNarrationClip); nearbyNarrationReady = false; } } }