private void FinishLevel() { if (mustFinishLevel && hasPlayerInArea) { OnPuzzleCompleted.Invoke(); OnPuzzleClosed.Invoke(); if (door != null) { SendGameCommand sendGameCommand = new SendGameCommand(); sendGameCommand.interactionType = GameCommandType.Open; sendGameCommand.interactiveObject = door; sendGameCommand.coolDown = 1; sendGameCommand.oneShot = true; sendGameCommand.Send(); } if (healthBox != null) { healthBox.GetComponent <InteractHealthBox>().OnInteractHealthBox(); } mustFinishLevel = false; } }
public override void PerformInteraction() { activate = true; if (OnStartCommand != null) { OnStartCommand.Send(); } SpawnOnce(); }
private void ManipulateNextLevel() { if (currentLevel == 1) { currentIndexTextStep++; if (currentStep == 1) { if (currentIndexTextStep > 5) { DesactiveDialogLevel01(); SendGameCommand sendGameCommand = new SendGameCommand(); sendGameCommand.interactionType = GameCommandType.Open; sendGameCommand.interactiveObject = doorStepLevel01Step01; sendGameCommand.coolDown = 1; sendGameCommand.oneShot = true; sendGameCommand.Send(); moneyCanvas.SetActive(true); return; } ActivateCanvasWithTranslatedText(listTextLevel01Step01[currentIndexTextStep]); return; } if (currentStep == 2) { if (currentIndexTextStep > 5) { DesactiveDialogLevel01(); return; } ActivateCanvasWithTranslatedText(listTextLevel01Step02[currentIndexTextStep]); return; } if (currentStep == 3) { if (currentIndexTextStep > 4) { DesactiveDialogLevel01(); return; } ActivateCanvasWithTranslatedText(listTextLevel01Step03[currentIndexTextStep]); return; } } DeactivateCanvasWithDelay(0f); }
public IEnumerator GameOver() { yield return(new WaitForSeconds(2f)); SendGameCommand sendGameCommand = new SendGameCommand(); sendGameCommand.interactionType = GameCommandType.Open; sendGameCommand.interactiveObject = hugeDoor; sendGameCommand.coolDown = 1; sendGameCommand.oneShot = true; sendGameCommand.Send(); yield return(new WaitForSeconds(9f)); Destroy(boss); cameraMain.enabled = false; cameraGameOver.enabled = true; Ellen.SetActive(false); OnDialogShow.Invoke(); OnDialogClose.Invoke(); for (int i = 0; i < 5; i++) { GameObject person01 = Resources.Load <GameObject>("Prefabs/TT_demo_female"); Instantiate(person01, spawnPointPerson01.transform.position, spawnPointPerson01.transform.rotation, this.transform); yield return(new WaitForSeconds(1f)); GameObject person02 = Resources.Load <GameObject>("Prefabs/TT_demo_male_A"); person02.transform.SetPositionAndRotation(spawnPointPerson02.transform.position, spawnPointPerson02.transform.rotation); Instantiate(person02, spawnPointPerson02.transform.position, spawnPointPerson02.transform.rotation, this.transform); yield return(new WaitForSeconds(1f)); GameObject person03 = Resources.Load <GameObject>("Prefabs/TT_demo_male_B"); Instantiate(person03, spawnPointPerson03.transform.position, spawnPointPerson03.transform.rotation, this.transform); yield return(new WaitForSeconds(1f)); } ScreenFader.SetAlpha(1f); StartCoroutine(ScreenFader.FadeSceneOut(ScreenFader.FadeType.GameOver)); finishGame = true; }