private void OnGUI() { if (IsInDoorway) { GameObject temp = GameObject.Find("Enemy"); if (temp == null) { if (!IsDoorLocked) { Char_Next_Door.SetActive(true); } else { Char_Locked_Door.SetActive(true); } } } else { Char_Next_Door.SetActive(false); Char_Locked_Door.SetActive(false); } Char_Health_Bar.value = Health; for (int i = 0; i < SFX.Length; i++) { SFX[i].volume = AudioSourceVolumeSlider.value; } }
// Start is called before the first frame update void Start() { AimDir = new Vector2(0.0f, 0.0f); Char_Pause_Menu.SetActive(false); Char_Next_Door.SetActive(false); Char_Locked_Door.SetActive(false); CharBody = GetComponent <Rigidbody2D>(); DoorLock = Time.time; IsInDoorway = false; Health = 100; Char_Health_Bar.maxValue = Health; AttackCooldown = Time.time; GameObject PlayerAoE = new GameObject("PlayerAoE"); PlayerAoE.transform.SetParent(gameObject.transform); PlayerAoE.AddComponent <CircleCollider2D>(); HurtCircle = PlayerAoE.GetComponent <CircleCollider2D>(); HurtCircle.radius = 1.0f; HurtCircle.offset = new Vector2(0.0f, -0.1f); HurtCircle.isTrigger = true; PlayerAoE.tag = "AoE_Damage"; HurtCircle.enabled = false; Char_Animator = GetComponent <Animator>(); //SFX = GetComponent<AudioSource>(); for (int i = 0; i < SFX.Length; i++) { SFX[i].mute = true; } AudioSourceVolumeSlider.minValue = 0.0f; AudioSourceVolumeSlider.maxValue = 1.0f; }