IEnumerator EnterLevel(Collider2D exitTile) { ExitLevel el = exitTile.gameObject.GetComponent <ExitLevel>(); string level = el.enterScene; screenFade.GetComponent <ScreenFade>().FadeOut(); DisableControllerInputs(); // disable player movement from inputs yield return(new WaitForSeconds(1f)); SceneManager.LoadScene(level); EnableControllerInputs(); // enable player movement from inputs if (el.exitDirection == "North") { SetPosition((float)el.nextX, (float)el.nextY + 0.8f); } else if (el.exitDirection == "South") { SetPosition((float)el.nextX, (float)el.nextY - 0.8f); } else if (el.exitDirection == "East") { SetPosition((float)el.nextX + 1f, (float)el.nextY); } else if (el.exitDirection == "West") { SetPosition((float)el.nextX - 1f, (float)el.nextY); } else { SetPosition((float)el.nextX, (float)el.nextY); } }
private void Exit() { this.isLoadingBackToMenu = true; FileBasedPrefs.SetInt("StayInServerRoom", 1); if (PhotonNetwork.playerList.Length == 1) { FileBasedPrefs.SetInt("PlayerDied", 1); FileBasedPrefs.SetInt("MissionStatus", 1); FileBasedPrefs.SetInt("StayInServerRoom", 1); ExitLevel.CheckMissions(); ExitLevel.CheckExp(true); ExitLevel.CheckChallenges(true); InventoryManager.RemoveItemsFromInventory(); } else { FileBasedPrefs.SetInt("MissionStatus", 2); } if (XRDevice.isPresent) { this.loadLevel.levelName = "Menu_New"; this.loadLevel.Trigger(); return; } PhotonNetwork.LoadLevel("Menu_New"); }
private void Start() { exit = GameObject.Find("Door").GetComponent <ExitLevel>(); material = GetComponent <SpriteRenderer>().material; pixelateAmountTarget = 1f; pixelateAmount = 0; pixelateSpeed = 0.30f; auraPixelateSpeed = (pixelateSpeed / 2f) * 1.5f; if (gameObject.name == "AuraShader") { isOnAura = true; pixelateSpeed = auraPixelateSpeed; } }
private void Exit() { if (GameController.instance) { GameController.instance.isLoadingBackToMenu = true; } if (PhotonNetwork.isMasterClient) { this.view.RPC("SyncPhotoValue", PhotonTargets.AllBuffered, new object[] { EvidenceController.instance.totalEvidenceFoundInPhotos }); } if (GameController.instance.isTutorial) { FileBasedPrefs.SetInt("MissionStatus", 3); FileBasedPrefs.SetInt("setupPhase", 0); FileBasedPrefs.SetInt("completedTraining", 1); FileBasedPrefs.SetInt("StayInServerRoom", 0); if (MissionGhostType.instance) { MissionGhostType.instance.CheckMissionComplete(); } } else if (!GameController.instance.myPlayer.player.isDead) { FileBasedPrefs.SetInt("MissionStatus", 1); FileBasedPrefs.SetInt("StayInServerRoom", 1); ExitLevel.CheckMissions(); ExitLevel.CheckExp(false); ExitLevel.CheckChallenges(false); if (!this.itemSpawner.hasSpawnedOtherItems) { DailyChallengesController.Instance.ChangeChallengeProgression(ChallengeType.completeWithDefaultItems, 1); } } else { FileBasedPrefs.SetInt("PlayerDied", 1); FileBasedPrefs.SetInt("MissionStatus", 1); FileBasedPrefs.SetInt("StayInServerRoom", 1); ExitLevel.CheckMissions(); ExitLevel.CheckExp(true); ExitLevel.CheckChallenges(true); InventoryManager.RemoveItemsFromInventory(); } base.StartCoroutine(this.LoadLevelAfterDelay()); }
// Start is called before the first frame update void Start() { instance = GameManager.instance; animator = GetComponent <Animator>(); onetimeOnly = true; ManageCamera.GetComponent <ManageCamera>().setupCamera(redPlayer, yellowPlayer, bluePlayer); ExitLevel exitR = redExit.GetComponent <ExitLevel>(); ExitLevel exitY = yellowExit.GetComponent <ExitLevel>(); ExitLevel exitB = blueExit.gameObject.GetComponent <ExitLevel>(); exitR.setPlayerName(redPlayer.name); exitR.setLevelManager(this); exitY.setPlayerName(yellowPlayer.name); exitY.setLevelManager(this); exitB.setPlayerName(bluePlayer.name); exitB.setLevelManager(this); }
public async Task LoadObjectsTask() { string curSceneName = SceneManager.GetActiveScene().name.ToLower(); while (!curSceneName.Contains("menu") && !curSceneName.Contains("new")) { await Task.Delay(4000); if (SceneManager.sceneLoaded != null) { Main.gameController = GameObject.FindObjectOfType <GameController>(); await Task.Delay(150); Main.levelController = GameObject.FindObjectOfType <LevelController>(); await Task.Delay(150); Main.levelSelectionManager = GameObject.FindObjectOfType <LevelSelectionManager>(); await Task.Delay(150); Main.walkieTalkie = GameObject.FindObjectOfType <WalkieTalkie>(); await Task.Delay(150); Main.handCamera = GameObject.FindObjectOfType <HandCamera>(); await Task.Delay(150); Main.inventoryManager = GameObject.FindObjectOfType <InventoryManager>(); await Task.Delay(150); Main.liftButton = GameObject.FindObjectOfType <LiftButton>(); await Task.Delay(150); Main.contract = GameObject.FindObjectOfType <Contract>(); await Task.Delay(150); Main.pCMenu = GameObject.FindObjectOfType <PCMenu>(); await Task.Delay(150); Main.exitLevel = GameObject.FindObjectOfType <ExitLevel>(); await Task.Delay(150); Main.ghostAI = GameObject.FindObjectOfType <GhostAI>(); await Task.Delay(150); Main.lightSwitch = GameObject.FindObjectOfType <LightSwitch>(); await Task.Delay(150); Main.light = GameObject.FindObjectOfType <Light>(); await Task.Delay(150); Main.dNAEvidences = Enumerable.ToList <DNAEvidence>(GameObject.FindObjectsOfType <DNAEvidence>()); await Task.Delay(150); Main.contracts = Enumerable.ToList <Contract>(GameObject.FindObjectsOfType <Contract>()); await Task.Delay(150); Main.items = Enumerable.ToList <InventoryItem>(GameObject.FindObjectsOfType <InventoryItem>()); await Task.Delay(150); Main.players = Enumerable.ToList <Player>(GameObject.FindObjectsOfType <Player>()); await Task.Delay(150); Main.photonView = GameObject.FindObjectOfType <PhotonView>(); await Task.Delay(150); Main.ghostInfo = GameObject.FindObjectOfType <GhostInfo>(); await Task.Delay(150); Main.deadPlayer = GameObject.FindObjectOfType <DeadPlayer>(); await Task.Delay(150); Main.player = GameObject.FindObjectOfType <Player>(); await Task.Delay(150); Main.rigidbody = GameObject.FindObjectOfType <Rigidbody>(); await Task.Delay(150); Main.itemSpawner = GameObject.FindObjectOfType <ItemSpawner>(); await Task.Delay(150); Main.ghostInteraction = GameObject.FindObjectOfType <GhostInteraction>(); await Task.Delay(150); //Main.baseController = GameObject.FindObjectOfType<BaseController>(); await Task.Delay(150); Main.ouijaBoard = GameObject.FindObjectOfType <OuijaBoard>(); await Task.Delay(150); Main.ouijaBoards = Enumerable.ToList <OuijaBoard>(GameObject.FindObjectsOfType <OuijaBoard>()); await Task.Delay(150); Main.keys = Enumerable.ToList <Key>(GameObject.FindObjectsOfType <Key>()); await Task.Delay(150); Main.ghosts = Enumerable.ToList <GhostAI>(GameObject.FindObjectsOfType <GhostAI>()); await Task.Delay(150); Main.serverManager = GameObject.FindObjectOfType <ServerManager>(); await Task.Delay(150); Main.torches = Enumerable.ToList <Torch>(GameObject.FindObjectsOfType <Torch>()); await Task.Delay(150); Main.ghostAudio = GameObject.FindObjectOfType <GhostAudio>(); await Task.Delay(150); Main.fuseBox = GameObject.FindObjectOfType <FuseBox>(); await Task.Delay(150); Main.doors = Enumerable.ToList <Door>(GameObject.FindObjectsOfType <Door>()); await Task.Delay(150); Main.lightSwitches = Enumerable.ToList <LightSwitch>(GameObject.FindObjectsOfType <LightSwitch>()); } } }
void Start() { exit = FindObjectOfType <ExitLevel>(); player = FindObjectOfType <PlayerController>(); }
public IEnumerator LoadObjectsTask() { yield return(new WaitForSeconds(0.15f)); Main.missionManager = GameObject.FindObjectOfType <MissionManager>(); yield return(new WaitForSeconds(0.15f));; Main.gameController = GameObject.FindObjectOfType <GameController>(); yield return(new WaitForSeconds(0.15f)); Main.levelController = GameObject.FindObjectOfType <LevelController>(); yield return(new WaitForSeconds(0.15f));; Main.levelSelectionManager = GameObject.FindObjectOfType <LevelSelectionManager>(); yield return(new WaitForSeconds(0.15f)); Main.walkieTalkie = GameObject.FindObjectOfType <WalkieTalkie>(); yield return(new WaitForSeconds(0.15f)); Main.handCamera = GameObject.FindObjectOfType <HandCamera>(); yield return(new WaitForSeconds(0.15f)); Main.inventoryManager = GameObject.FindObjectOfType <InventoryManager>(); yield return(new WaitForSeconds(0.15f)); Main.liftButton = GameObject.FindObjectOfType <LiftButton>(); yield return(new WaitForSeconds(0.15f)); Main.contract = GameObject.FindObjectOfType <Contract>(); yield return(new WaitForSeconds(0.15f)); Main.pCMenu = GameObject.FindObjectOfType <PCMenu>(); yield return(new WaitForSeconds(0.15f)); Main.exitLevel = GameObject.FindObjectOfType <ExitLevel>(); yield return(new WaitForSeconds(0.15f)); Main.ghostAI = UnityEngine.Object.FindObjectOfType <GhostAI>(); yield return(new WaitForSeconds(0.15f)); Main.lightSwitch = GameObject.FindObjectOfType <LightSwitch>(); yield return(new WaitForSeconds(0.15f)); Main.light = GameObject.FindObjectOfType <Light>(); yield return(new WaitForSeconds(0.15f)); Main.dNAEvidences = Enumerable.ToList <DNAEvidence>(GameObject.FindObjectsOfType <DNAEvidence>()); yield return(new WaitForSeconds(0.15f)); Main.contracts = Enumerable.ToList <Contract>(GameObject.FindObjectsOfType <Contract>()); yield return(new WaitForSeconds(0.15f)); Main.items = Enumerable.ToList <InventoryItem>(GameObject.FindObjectsOfType <InventoryItem>()); yield return(new WaitForSeconds(0.15f)); Main.players = Enumerable.ToList <Player>(GameObject.FindObjectsOfType <Player>()); yield return(new WaitForSeconds(0.15f)); if (Main.levelController != null) { Main.photonView = (Main.ghostAI.field_Public_PhotonView_0 ?? null); yield return(new WaitForSeconds(0.15f)); } Main.ghostInfo = GameObject.FindObjectOfType <GhostInfo>(); yield return(new WaitForSeconds(0.15f)); Main.deadPlayer = GameObject.FindObjectOfType <DeadPlayer>(); yield return(new WaitForSeconds(0.15f)); Main.player = GameObject.FindObjectOfType <Player>(); yield return(new WaitForSeconds(0.15f)); Main.rigidbody = GameObject.FindObjectOfType <Rigidbody>(); yield return(new WaitForSeconds(0.15f)); Main.itemSpawner = GameObject.FindObjectOfType <ItemSpawner>(); yield return(new WaitForSeconds(0.15f)); Main.ghostInteraction = GameObject.FindObjectOfType <GhostInteraction>(); yield return(new WaitForSeconds(0.15f)); //Main.baseController = GameObject.FindObjectOfType<BaseController>(); yield return(new WaitForSeconds(0.15f)); Main.ouijaBoard = GameObject.FindObjectOfType <OuijaBoard>(); yield return(new WaitForSeconds(0.15f)); Main.ouijaBoards = Enumerable.ToList <OuijaBoard>(GameObject.FindObjectsOfType <OuijaBoard>()); yield return(new WaitForSeconds(0.15f)); Main.keys = Enumerable.ToList <Key>(GameObject.FindObjectsOfType <Key>()); yield return(new WaitForSeconds(0.15f)); Main.ghosts = Enumerable.ToList <GhostAI>(GameObject.FindObjectsOfType <GhostAI>()); yield return(new WaitForSeconds(0.15f)); Main.serverManager = GameObject.FindObjectOfType <ServerManager>(); yield return(new WaitForSeconds(0.15f)); Main.torches = Enumerable.ToList <Torch>(GameObject.FindObjectsOfType <Torch>()); yield return(new WaitForSeconds(0.15f)); Main.ghostAudio = GameObject.FindObjectOfType <GhostAudio>(); yield return(new WaitForSeconds(0.15f)); Main.fuseBox = GameObject.FindObjectOfType <FuseBox>(); yield return(new WaitForSeconds(0.15f)); Main.doors = Enumerable.ToList <Door>(GameObject.FindObjectsOfType <Door>()); yield return(new WaitForSeconds(0.15f)); Main.lightSwitches = Enumerable.ToList <LightSwitch>(GameObject.FindObjectsOfType <LightSwitch>()); if (UnityEngine.Object.FindObjectOfType <Player>() != null) { Main.player = (UnityEngine.Object.FindObjectOfType <Player>() ?? null); yield return(new WaitForSeconds(0.15f)); Main.playerAnim = (Main.player.field_Public_Animator_0 ?? null); yield return(new WaitForSeconds(0.15f)); if (Main.playerAnim != null) { Main.boneTransform = (Main.playerAnim.GetBoneTransform((HumanBodyBones)10) ?? null); yield return(new WaitForSeconds(0.15f)); if (Main.boneTransform != null) { Main.light = (Main.boneTransform.GetComponent <Light>() ?? null); yield return(new WaitForSeconds(0.15f)); } } } yield return(null); yield break; }
void Start() { Scene s = SceneManager.GetActiveScene(); map = s.name; GameObject levelG = Resources.Load("Prefabs/Scripts/LevelGen") as GameObject; GameObject gen = Instantiate(levelG, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; LevelGen generateMap = gen.GetComponent <LevelGen>(); GameObject f = new GameObject("Floors"); generateMap.floors = f; GameObject c = new GameObject("Ceilings"); generateMap.ceilings = c; GameObject w = new GameObject("Walls"); generateMap.walls = w; generateMap.level = map; generateMap.spaceMod = UnityEngine.Random.Range(1.5f, 2f); generateMap.genMap(); xStartPos = generateMap.getXStart(); yStartPos = generateMap.getYStart(); //print(xStartPos); //print(yStartPos); GameObject player; Statistics stats; GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); foreach (GameObject g in players) { g.transform.position = new Vector3(xStartPos, 2, yStartPos); player = g; stats = g.GetComponent <Statistics>(); Inventory i = player.GetComponent <Inventory>(); PlayerControl cont = player.GetComponent <PlayerControl>(); cont.startX = xStartPos; cont.startY = 2; cont.startZ = yStartPos; //REMOVED WHEN OTHER PART BACK In if (i.equipped[0] == null) { GameObject sword = Instantiate(Resources.Load("Prefabs/Weapons/SmallSword")) as GameObject; i.addItem(sword); } // //removeWeatherEffects(g); if (map == "dream") { stats.setMusic(1); /* REMOVED FOR NOW * GameObject sword = Instantiate(Resources.Load("Prefabs/Weapons/SmallSword")) as GameObject; * i.addItem(sword); * //god stats etc * stats.maxHealth = 200; * stats.curHealth = 200; * stats.maxMana = 100; * stats.curMana = 100; * stats.attack = 30; * stats.magicAttack = 30; * stats.strength = 20; * stats.intellect = 15; * stats.agility = 15; * cont.refreshStats(); * stats.level = 10; * i.updateAllStatisitics(); * * //changeLightSize(player, 50,1); * //setParticles(Resources.Load("Prefabs/Particles/Fog") as GameObject, player); */ } else if (map == "forest") { stats.setMusic(2); /* REMOVED FOR NOW * //check if sword is equipped * if (i.equipped[0] == null) * { * GameObject sword = Instantiate(Resources.Load("Prefabs/Weapons/SmallSword")) as GameObject; * i.addItem(sword); * } * * * //rain on, drop all items * stats.maxHealth = 100; * stats.curHealth = 100; * stats.maxMana = 50; * stats.curMana = 50; * stats.attack = 10; * stats.magicAttack = 25; * stats.strength = 5; * stats.intellect = 5; * stats.agility = 10; * * cont.refreshStats(); * i.updateAllStatisitics(); * stats.level = 1; * * //changeLightSize(player, 30,1); * //setParticles(Resources.Load("Prefabs/Particles/Rain") as GameObject, g); */ } else if (map == "dungeon") { //changeLightSize(player, 50, 1.5f); stats.setMusic(3); } else if (map == "endLevel") { changeLightSize(player, 30, 1f); stats.setMusic(4); //setParticles(Resources.Load("Prefabs/Particles/Rain") as GameObject, player); } else if (map == "WinterForest") { //setParticles(Resources.Load("Prefabs/Particles/Fog") as GameObject, player); } } GameObject e = GameObject.FindGameObjectWithTag("LevelSwitch"); ExitLevel exit = e.GetComponent <ExitLevel>(); exit.setLevel(map); }