public void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("MainDoor")) { // if the player has the gun if (hasGun) { // make the screen go black for dramatic effect OfficeManager._instance.FadeOut(); // play the gunshot sound OfficeAudio.PlaySound("gunshot"); // open up the main door OfficeManager._instance.OpenMainDoor(); // send message to the player OfficeManager._instance.messageText.text = "Escaped the office building"; OfficeManager._instance.ShowHint(); // end the game OfficeManager._instance.EndGame(); } else { // send message to the user OfficeManager._instance.messageText.text = "There are chains holding the door together..."; OfficeManager._instance.ShowHint(); } } }
public void UpElevator() { if (player.transform.position.y < 5) { // play the sound of going up the elevator OfficeAudio.PlaySound("elevator"); // fade the screen black FadeOut(); // move the player upwards player.transform.position = new Vector2(player.transform.position.x, player.transform.position.y + 12); } else { // if the ceo office has been unlocked if (ceoOffice) { // play the sound of going up the elevator OfficeAudio.PlaySound("elevator"); // fade the screen black FadeOut(); // move the player up player.transform.position = new Vector2(player.transform.position.x, player.transform.position.y + 12); } else { // send a message to the user messageText.text = "Can't get to that floor with the elevator buttons..."; ShowHint(); } } }
public void DisplayPrinter() { // turning on the printer sound OfficeAudio.PlaySound("computer"); // setting the canvas to true printer.enabled = true; // disable the players movement player.GetComponent <PlayerMovement>().enabled = false; }
public void DisplayBreakerBox() { // opening the breaker box sound OfficeAudio.PlaySound("breaker"); // setting the canvas to true breakerBox.enabled = true; // disable the players movement player.GetComponent <PlayerMovement>().enabled = false; }
public void DownElevator() { if (player.transform.position.y > -20) { // play the sound of going up the elevator OfficeAudio.PlaySound("elevator"); // fade the screen black FadeOut(); // move the player down player.transform.position = new Vector2(player.transform.position.x, player.transform.position.y - 12); } }
public void AddLetter(string letter) { // add a letter to the printer OfficeAudio.PlaySound("lightswitch"); if (codeValue.Equals("ERROR")) { codeValue = ""; } if (!computerOn) { codeValue += letter; } }
public void VendingButtonDown(string number) { // play the lightswitch sound OfficeAudio.PlaySound("lightswitch"); // if it is equal to ERROR if (vendingValue.Equals("ERROR")) { // reset the value vendingValue = ""; } if (!ceoOffice) { // add the integer to the number vendingValue += number; } }
public void DisplayComputer() { if (computerOn) { // turning on the computer sound OfficeAudio.PlaySound("computer"); // setting the canvas to true computer.enabled = true; // removing controls from the player player.GetComponent <PlayerMovement>().enabled = false; // activating the computer script computer.GetComponent <ComputerScript>().enabled = true; } else { // show the hint to the player messageText.text = "This computer needs to be unlocked"; ShowHint(); } }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.CompareTag("Door")) { if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) { // go up the elevator OfficeManager._instance.UpElevator(); } else if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) { // go down the elevator OfficeManager._instance.DownElevator(); } } else if (collision.gameObject.CompareTag("Power")) { if (Input.GetKeyDown(KeyCode.E)) { // if the player has the key if (hasKey == true) { // display the breaker box to the user OfficeManager._instance.DisplayBreakerBox(); } else { // send a message to the screen OfficeManager._instance.messageText.text = "Need a key to open the breaker box..."; OfficeManager._instance.ShowHint(); } } } else if (collision.gameObject.CompareTag("OfficeWire")) { if (Input.GetKeyDown(KeyCode.E)) { // if the player doesnt have the key if (!hasKey) { // play the sound of picking up the key OfficeAudio.PlaySound("item"); // change the inventory OfficeManager._instance.ChangeInventory("key"); // the user now has a key hasKey = true; // send emssage to screen OfficeManager._instance.messageText.text = "Aquired a key..."; OfficeManager._instance.ShowHint(); } } } else if (collision.gameObject.CompareTag("USBPlant")) { if (Input.GetKeyDown(KeyCode.E)) { // if the user does not have the USB if (!OfficeManager._instance.hasUSB) { // play the sound of picking up the USB OfficeAudio.PlaySound("item"); // change the inventory OfficeManager._instance.ChangeInventory("USB"); // set the hasUSB bool OfficeManager._instance.HasUSB(); // display message to the user OfficeManager._instance.messageText.text = "Aquired a USB..."; OfficeManager._instance.ShowHint(); } } } else if (collision.gameObject.CompareTag("Printer")) { if (Input.GetKeyDown(KeyCode.E)) { // display the printer to the screen OfficeManager._instance.DisplayPrinter(); } } else if (collision.gameObject.CompareTag("Vending Machine")) { if (Input.GetKeyDown(KeyCode.E)) { // display the vending machine to the screen OfficeManager._instance.DisplayVendingMachine(); } } else if (collision.gameObject.CompareTag("GunDesk")) { if (Input.GetKeyDown(KeyCode.E)) { // picking up item sound OfficeAudio.PlaySound("item"); // the player now has a gun hasGun = true; // change the inventory to have a gun OfficeManager._instance.ChangeInventory("gun"); // send message to the user OfficeManager._instance.messageText.text = "Picked up a gun?..."; OfficeManager._instance.ShowHint(); } } else if (collision.gameObject.CompareTag("Computer 2")) { if (Input.GetKeyDown(KeyCode.E)) { // display the computer to the screen OfficeManager._instance.DisplayComputer(); } } else if (collision.gameObject.CompareTag("WaterCooler")) { if (Input.GetKeyDown(KeyCode.E)) { // send message to the user OfficeManager._instance.messageText.text = "The water looks disgusting..."; OfficeManager._instance.ShowHint(); } } else if (collision.gameObject.CompareTag("Computer 1")) { if (Input.GetKeyDown(KeyCode.E)) { // send message to the user OfficeManager._instance.messageText.text = "The computer seems to be dead..."; OfficeManager._instance.ShowHint(); } } else if (collision.gameObject.CompareTag("Couch")) { if (Input.GetKeyDown(KeyCode.E)) { // send message to the user OfficeManager._instance.messageText.text = "Nothing but dust in the couch..."; OfficeManager._instance.ShowHint(); } } else if (collision.gameObject.CompareTag("empty")) { if (Input.GetKeyDown(KeyCode.E)) { // send message to the user OfficeManager._instance.messageText.text = "Drawers were empty..."; OfficeManager._instance.ShowHint(); } } else if (collision.gameObject.CompareTag("Shelf")) { if (Input.GetKeyDown(KeyCode.E)) { // send message to the user OfficeManager._instance.messageText.text = "The shelves are empty..."; OfficeManager._instance.ShowHint(); } } }
// Update is called once per frame void Update() { if (Time.time - lastTime >= 1) { lastTime = Time.time; timeCount++; timerText.text = "Time: " + timeCount; } // setting the text on the printer UI and vending UI codeText.text = codeValue; vendingText.text = vendingValue; if (codeValue.Equals("FSPSC")) { // if the user correct inputs the code computerOn = true; codeValue = "PC Unlocked"; } if (codeValue.Length >= 6 && !computerOn) { // otherwise display error OfficeAudio.PlaySound("ERROR"); codeValue = "ERROR"; } if (vendingValue.Equals("736945")) { // if the user correclty inputs the code ceoOffice = true; vendingValue = "Floor Unlocked"; } if (vendingValue.Length >= 7 && !ceoOffice) { // otherwise display error OfficeAudio.PlaySound("ERROR"); vendingValue = "ERROR"; } if (Input.GetKeyDown(KeyCode.I)) { if (openInv == false && !computer.enabled) { // give the player back their controls player.GetComponent <PlayerMovement>().enabled = false; // open the inventory inventoryCanvas.GetComponent <Canvas>().enabled = true; // inventory is now open openInv = true; } else { // give the player back their controls player.GetComponent <PlayerMovement>().enabled = true; // close the inventory inventoryCanvas.GetComponent <Canvas>().enabled = false; // inventory is now closed openInv = false; } } }
public void ButtonDown() { // lightswitch sound OfficeAudio.PlaySound("lightswitch"); // very complicated way to turn off and on the lights with buttons switch (EventSystem.current.currentSelectedGameObject.name) { case "L1 On": // get all the game objects with this tag GameObject[] L1On = GameObject.FindGameObjectsWithTag("L1"); foreach (GameObject light in L1On) { // set all of the lights in that list to on/off light.transform.GetChild(0).gameObject.SetActive(true); } // hint lights used for the password to the computer FLight.SetActive(false); SLight1.SetActive(false); break; case "L1 Off": // get all the game objects with this tag GameObject[] L1Off = GameObject.FindGameObjectsWithTag("L1"); foreach (GameObject light in L1Off) { // set all of the lights in that list to on/off light.transform.GetChild(0).gameObject.SetActive(false); } // hint lights used for the password to the computer FLight.SetActive(true); SLight1.SetActive(true); break; case "L2 On": // get all the game objects with this tag GameObject[] L2On = GameObject.FindGameObjectsWithTag("L2"); foreach (GameObject light in L2On) { // set all of the lights in that list to on/off light.transform.GetChild(0).gameObject.SetActive(true); } // hint lights used for the password to the computer PLight.SetActive(false); SLight2.SetActive(false); break; case "L2 Off": // get all the game objects with this tag GameObject[] L2Off = GameObject.FindGameObjectsWithTag("L2"); foreach (GameObject light in L2Off) { // set all of the lights in that list to on/off light.transform.GetChild(0).gameObject.SetActive(false); } // hint lights used for the password to the computer PLight.SetActive(true); SLight2.SetActive(true); break; case "L3 On": // get all the game objects with this tag GameObject[] L3On = GameObject.FindGameObjectsWithTag("L3"); foreach (GameObject light in L3On) { // set all of the lights in that list to on/off light.transform.GetChild(0).gameObject.SetActive(true); } // hint lights used for the password to the computer CLight.SetActive(false); break; case "L3 Off": // get all the game objects with this tag GameObject[] L3Off = GameObject.FindGameObjectsWithTag("L3"); foreach (GameObject light in L3Off) { // set all of the lights in that list to on/off light.transform.GetChild(0).gameObject.SetActive(false); } // hint lights used for the password to the computer CLight.SetActive(true); break; } }