// Update is called once per frame void Update() { if (pickup && !win) { //Backpack if (CheckCloseToTag("backpack", distance)) { g = GameObject.FindGameObjectWithTag("backpack"); backpack = true; collect.Play(); g.SetActive(false); back_img.SetActive(true); counter--; } else if ((CheckCloseToTag("brown", distance) || CheckCloseToTag("red", distance) || CheckCloseToTag("black", distance)) && !backpack && !red && !brown && !black) { StartCoroutine(ShowMessage("You have to collect the Backpack first", 4)); } //Red if (CheckCloseToTag("red", distance) && backpack && !red) { top = GameObject.FindGameObjectWithTag("reed"); chestAnim = top.GetComponent <ChestAnimition>(); chestAnim.start = true; turning.stop = true; Debug.Log(turning.stop); Debug.Log(chestAnim.start); if (chestAnim.finish) { red = true; collect.Play(); StartCoroutine(ShowHideObjects(flashlight)); red_img.SetActive(true); counter--; } } else if ((CheckCloseToTag("brown", distance) || CheckCloseToTag("black", distance)) && backpack && !red && !brown && !black) { StartCoroutine(ShowMessage("You have to check Red box first", 2)); } //Black if (CheckCloseToTag("black", distance) && backpack && red && !black) { top = GameObject.FindGameObjectWithTag("black_top"); chestAnim = top.GetComponent <ChestAnimition>(); chestAnim.start = true; turning.stop = true; if (chestAnim.finish) { black = true; collect.Play(); StartCoroutine(ShowHideObjects(mobile)); black_img.SetActive(true); counter--; } } else if ((CheckCloseToTag("brown", distance)) && backpack && red && !brown && !black) { StartCoroutine(ShowMessage("You have to check Black box first", 4)); } //Brown if (CheckCloseToTag("brown", distance) && backpack && black && red && !brown) { top = GameObject.FindGameObjectWithTag("brown_top"); chestAnim = top.GetComponent <ChestAnimition>(); chestAnim.start = true; turning.stop = true; if (chestAnim.finish) { collect.Play(); StartCoroutine(ShowHideObjects(rope)); brown_img.SetActive(true); counter--; } } } if (counter == 0 && !win) { win = true; turning.stop = true; StartCoroutine(PlayWinning()); StartCoroutine(ShowMessage("Congratulations you completed Level 4", 3)); } if (win) { StartCoroutine(NextLevel()); } }
// Update is called once per frame void Update() { if (pickup && !win) { //Backpack // if (CheckCloseToTag("backpack", distance) && !backpack) // { // g = GameObject.FindGameObjectWithTag("backpack"); // img = GameObject.FindGameObjectWithTag("basket_img"); // backpack = true; // collect.Play(); // g.SetActive(false); // img.SetActive(false); // counter--; // } //Brown if (CheckCloseToTag("brown", distance) && !brown) { img = GameObject.FindGameObjectWithTag("brown_img"); top = GameObject.FindGameObjectWithTag("brown_top"); chestAnim = top.GetComponent <ChestAnimition>(); chestAnim.start = true; turning.stop = true; if (chestAnim.finish) { brown = true; collect.Play(); img.SetActive(false); brown_img.SetActive(true); code = "if Brown_Box :" + '\n' + " collect_Rope()"; StartCoroutine(ShowHideObjects(rope)); StartCoroutine(ShowCode(code)); counter--; } } //Red if (CheckCloseToTag("red", distance) && !red) { img = GameObject.FindGameObjectWithTag("red_img"); top = GameObject.FindGameObjectWithTag("red_top"); chestAnim = top.GetComponent <ChestAnimition>(); chestAnim.start = true; turning.stop = true; if (chestAnim.finish) { red = true; collect.Play(); img.SetActive(false); red_img.SetActive(true); code = "if Red_Box :" + '\n' + " collect_Flashlight()"; StartCoroutine(ShowHideObjects(flashlight)); StartCoroutine(ShowCode(code)); counter--; } } //Black if (CheckCloseToTag("black", distance) && !black) { img = GameObject.FindGameObjectWithTag("black_img"); top = GameObject.FindGameObjectWithTag("black_top"); chestAnim = top.GetComponent <ChestAnimition>(); chestAnim.start = true; turning.stop = true; if (chestAnim.finish) { black = true; collect.Play(); img.SetActive(false); black_img.SetActive(true); code = "if Black_Box :" + '\n' + " collect_Mobile()"; StartCoroutine(ShowHideObjects(mobile)); StartCoroutine(ShowCode(code)); counter--; } } } if (counter == 0 && !win) { win = true; turning.stop = true; StartCoroutine(PlayWinning()); StartCoroutine(ShowMessage("Congratulations you completed Level 3", 3)); } if (win) { StartCoroutine(NextLevel()); } }