public override void EventStart() { guard.AnimTrigger(3, true); guard.SetRota(contraLookAt); scp.Event_Spawn(true, scpSpawn.position); scp.transform.rotation = scpSpawn.transform.rotation; inDoorsClosed = true; isStarted = true; GameController.instance.canSave = false; GameController.instance.setValue(x, y, 1, 0); GameController.instance.setValue(x, y, 2, 0); GameController.instance.setValue(x, y, 3, 0); }
public override void EventUpdate() { Timer -= Time.deltaTime; if (Timer <= 0.0f && StopTimer == false) { GameController.instance.player.GetComponent <Player_Control>().FakeBlink(1f); GameController.instance.ambianceController.ChangeAmbiance(NewAmbiance, 6); GameController.instance.GlobalSFX.PlayOneShot(blackout); GameController.instance.npcController.mainList[(int)npc.scp173].Spawn(false, GameController.instance.transform.position); StopTimer = true; SCP_UI.instance.ShowTutorial("tutorun"); EventFinished(); } if (Timer <= 4f && step == false && StopTimer == false) { GameController.instance.player.GetComponent <Player_Control>().FakeBlink(1f); GameController.instance.GlobalSFX.PlayOneShot(blackout); GameController.instance.npcController.mainList[(int)npc.scp173].Spawn(false, Anchor2.transform.position); step = true; } if (check2 == true) { if (trigger2.GetComponent <BoxTrigger>().GetState()) { Sci_.SetRota(Anchor1.transform); Gua_.SetRota(Anchor1.transform); Sci_.SetPath(Path, false); Gua_.SetPath(Path, false); Gua_.PlaySound(Dialog); SubtitleEngine.instance.playVoice("scene_BreachStart_1", true); GameController.instance.npcController.mainList[(int)npc.scp173].Spawn(false, Anchor1.transform.position); GameController.instance.player.GetComponent <Player_Control>().FakeBlink(0.5f); GameController.instance.GlobalSFX.PlayOneShot(blackout); GameController.instance.npcController.mainList[(int)npc.scp173].transform.rotation = Anchor1.transform.rotation; check2 = false; StopTimer = false; Timer = 10; } } if (check1 == true) { if (trigger1.GetComponent <BoxTrigger>().GetState()) { SCP_UI.instance.ShowTutorial("tutodead"); check1 = false; } } }
void IntroUpdate() { if (ActiveTimer) { Timer -= Time.deltaTime; } if (runningAway) { RunawayTimer -= Time.deltaTime; } if (RunawayTimer <= 0.0f && runningAway == true) { if (EventState == -5) { Escape5(); } if (EventState == -4) { Escape4(); } if (EventState == -3) { Escape3(); } if (EventState == -2) { Escape2(); } if (EventState == -1) { Escape1(); } } if (Timer <= 0.0f && Start == false) { Timer = Timer1; Guard1_con.PlaySound(Dialogs[0], true); if (grabbed == false) { SCP_UI.instance.ShowTutorial("tutograb"); } Start = true; } if (grabbed == false && Item == null) { SCP_UI.instance.ShowTutorial("tutoinv1"); grabbed = true; } if (Timer <= 0.0f && StopTimer == false && Start == true) { if (EventState == -13) { EVRefuse3(); } if (EventState == -12) { EVRefuse2(); } if (EventState == -11) { EVRefuse1(); } if (EventState == 3) { Scene3(); StopTimer = true; } if (EventState == 2) { Scene2(); } if (EventState == 1) { Scene1_5(); } if (EventState == 0) { Scene1(); } } if (ActiveTimer2) { TimerSecondary -= Time.deltaTime; } if (TimerSecondary <= 0.0f && StopTimer2 == false) { if (EventState2 == 2) { AsyncScene_2(); } if (EventState2 == 1) { AsyncScene_1(); } } if (Check1 == true) { if (Trigger1.GetComponent <BoxTrigger>().GetState()) { Check1 = false; ActiveTimer = true; Scene1_6(); } } if (Check3 == true) { if (Trigger3.GetComponent <BoxTrigger>().GetState()) { if (!back1) { Guard1_con.PlaySound(Dialogs[5], true); back1 = true; } Guard1_con.ResumePath(); Guard1_con.StopRota(); Guard1_con.AnimTrigger(1, false); Guard1_con.StopLookAt(); Guard2_con.ResumePath(); LastState = EventState; Check3 = false; Check2 = true; ActiveTimer = true; runningAway = false; EventState = 3; } } if (Check2 == true) { if (!Trigger2.GetComponent <BoxTrigger>().GetState() && EventState != -1) { Guard1_con.StopSound(); Guard2_con.StopSound(); EventState = LastState; if (!back1) { RunawayTimer = 6; Guard1_con.PlaySound(Dialogs[2], true, true); } if (Conver != -1) { StopCoroutine(co); Conver = -1; } Guard1_con.SetLookAt(playerHead); ActiveTimer = false; ActiveTimer2 = false; runningAway = true; Guard1_con.SetRota(Player.transform); Guard2_con.SetLookAt(playerHead); Guard2_con.PausePath(); Guard1_con.PausePath(); Check2 = false; Check3 = true; } } if (Check4 == true) { if (Trigger4.GetComponent <BoxTrigger>().GetState()) { Guard1_con.StopPursuit(); Guard1_con.PlaySound(Gunshot); Player.GetComponent <Player_Control>().Death(0); GameController.instance.deathmsg = Localization.GetString("deathStrings", "death_intro"); Check4 = false; Check3 = false; Check2 = false; runningAway = false; Guard1_con.AnimTrigger(-1, true); } } }
public override void EventUpdate() { base.EventUpdate(); timer -= Time.deltaTime; if (timer <= 0) { switch (status) { case 0: { sci.SetPath(Path1); guard.PlaySound(Voice1, true); guard.SetRota(sci.gameObject.transform); timer = time1; status = 1; break; } case 1: { GameController.instance.GlobalSFX.PlayOneShot(vent); sci.PlaySound(Voice2, true); guard.SetRota(lookat); sci.SetRota(lookat); timer = time2; status = 2; break; } case 2: { GameController.instance.player.GetComponent <Player_Control>().FakeBlink(time3 + time4 + time5); timer = time3; status = 3; break; } case 3: { sci.PlaySFX(cronch); sci.AnimTrigger(-1, true); timer = time4; status = 4; break; } case 4: { guard.PlaySFX(cronch); guard.AnimTrigger(-2, true); GameController.instance.npcController.mainList[(int)npc.scp173].Event_Spawn(true, Spawn173.transform.position); GameController.instance.npcController.mainList[(int)npc.scp173].transform.rotation = Spawn173.transform.rotation; timer = time5; status = 5; break; } case 5: { EventFinished(); break; } } } }