// Start is called before the first frame update public void OnTriggerEnter(Collider other) { if (other.tag.CompareTo("Player") == 0) { ScrollingText.StartSentence(new string[] { "Urgh... I can't leave this something...?" }, new string[] { "NoLeave" }); } }
private void OnTriggerEnter(Collider other) { if (other.tag.CompareTo("Player") == 0) { if (PlayerPrefs.GetInt("FinalItem") == 1) { PlayerPrefs.SetInt("FinalItem", 0); SceneManager.LoadScene("GameEnd"); } else { ScrollingText.StartSentence(new string[] { "I need to find the missing item to activate" }, new string[] { "Main" }); } } }
private void OnTriggerEnter(Collider other) { if (!Active) { return; } GameObject gobject = other.gameObject; if (other.CompareTag("Player") && Active) { Vector3 position = other.transform.position; AddImpact(position, Force); if (Rooms.RollRoom() == false) { int numb = Random.Range(0, 100); if (numb < 20) { spawn.Chest(); } spawnEnemies.Spawn(); EnemyCount = spawnEnemies.amount; Debug.Log("Yolo"); } else { ScrollingText.StartSentence(new string[] { "I found the room with missing item, I need to leave now" }, new string[] { "NoLeave" }); PlayerPrefs.SetInt("FinalItem", 1); spawnExit.SetActive(true); } SpawnedEnemy = true; } }