// Use this for initialization
 void Start()
 {
     if (FPH_ControlManager.LoadBool(deleteStateKey))
     {
         gameObject.SetActive(false);
     }
 }
    void OnTriggerEnter(Collider col)
    {
        if (col.gameObject.tag == "Player")
        {
            if (deactivateColliderAfterCollision)
            {
                gameObject.GetComponent <Collider>().enabled = false;
            }

            jumpScareObj            = GameObject.Find("JumpScareUI");
            jumpScareSpriteRenderer = jumpScareObj.GetComponent <Image>();
            jumpScareObj.GetComponent <Transform>().localPosition = new Vector3(spritePosition.x, spritePosition.y, 0.3f);
            jumpScareObj.GetComponent <Transform>().localScale    = new Vector3(spriteScale.x, spriteScale.y, 1.0f);
            jumpScareSpriteRenderer.sprite = jumpScareSprite;
            jumpScareSpriteRenderer.color  = spriteColor;

            if (jumpScareAudio != null)
            {
                gameObject.GetComponent <AudioSource>().PlayOneShot(jumpScareAudio);
            }
            if (saveDeleteState)
            {
                FPH_ControlManager.SaveBool(deleteStateKey, true);
            }

            StartCoroutine("HideSprite");
        }
    }
Exemple #3
0
    void OnMouseDrag()
    {
        if (canbeOpen)
        {
            playerRot             = playerTransform.eulerAngles.y;
            delta                 = (playerRot - startPlayerRot) * openDirection; // openDirection si important or player rotation will be the inverse of door rot
            currRot               = (startRot.y + (delta * factor));
            currRot               = Mathf.Clamp(currRot, minRot, maxRot);         // door rotation can't be bigger or smaller than min and max rot
            transform.eulerAngles = new Vector3(startRot.x, currRot, startRot.z);

            if (FPH_InventoryManager.equippedItem == neededObject_Name && !hasBeenUnlocked)
            {
                hasBeenUnlocked = true;
                FPH_ControlManager.SaveBool(hasBeenUnlockedKey, hasBeenUnlocked);
                doorType = 0;

                //Afte we used the item we unequip it
                FPH_InventoryManager.equippedItem       = "";
                FPH_InventoryManager.equippedItem_Index = -1;
                if (removeItemWhenUsed)
                {
                    FPH_InventoryManager.RemoveInventoryItem(FPH_InventoryManager.equippedItem_Index);
                    FPH_InventoryManager.SaveInventory();
                }
            }
        }
    }
    IEnumerator SwitchLight()
    {
        objToAnimate.CrossFade(switchAnim);

        yield return(new WaitForSeconds(switchLightAfter));

        if (switchInt == 0)         // On
        {
            for (int i = 0; i < lightsToSwitch.Length; i++)
            {
                lightsToSwitch[i].SetActive(true);
            }
        }
        if (switchInt == 1)         // Off
        {
            for (int i = 0; i < lightsToSwitch.Length; i++)
            {
                lightsToSwitch[i].SetActive(false);
            }
        }

        if (sendMessOnEnd)
        {
            yield return(new WaitForSeconds(sendMessageAfter));

            sendMessageTo.SendMessage(messageToSend);
        }

        FPH_ControlManager.SaveBool(keyToSave, true);
    }
    void PrivateOpen()
    {
        if (openSound)
        {
            GetComponent <AudioSource>().PlayOneShot(openSound);
        }
        objectToAnimate.GetComponent <Animation>().CrossFade(openDoorAniString);

        if (autoclose)
        {
            StartCoroutine("CloseAfterOpen");
        }

        if (FPH_InventoryManager.equippedItem == neededObject_Name && !hasBeenUnlocked)
        {
            hasBeenUnlocked = true;
            FPH_ControlManager.SaveBool(hasBeenUnlockedKey, hasBeenUnlocked);
            doorType = 0;
            isOpen   = true;

            if (removeItemWhenUsed)
            {
                FPH_InventoryManager.RemoveInventoryItem(FPH_InventoryManager.equippedItem_Index);
            }
            //Afte we used the item we unequip it
            FPH_InventoryManager.equippedItem       = "";
            FPH_InventoryManager.equippedItem_Index = -1;
            FPH_InventoryManager.SaveInventory();
        }
    }
 // Use this for initialization
 void Start()
 {
     isOpen          = false;
     hasBeenUnlocked = FPH_ControlManager.LoadBool(hasBeenUnlockedKey);
     if (hasBeenUnlocked)
     {
         doorType = 0;
     }
 }
    IEnumerator SendMess()
    {
        objToAnimate.CrossFade(switchAnim);

        yield return(new WaitForSeconds(switchLightAfter + sendMessageAfter));

        sendMessageTo.SendMessage(messageToSend);

        FPH_ControlManager.SaveBool(keyToSave, true);
    }
Exemple #8
0
    void Start()
    {
        openDirection = -1.0f;

        playerTransform = GameObject.FindWithTag("Player").transform;
        startRot        = this.gameObject.GetComponent <Transform>().eulerAngles;
        delta           = 0;

        hasBeenUnlocked = FPH_ControlManager.LoadBool(hasBeenUnlockedKey);
        if (hasBeenUnlocked)
        {
            doorType = 0;
        }
    }
 public void OpenDoor()
 {
     if (doorType == 0)
     {
         if (!isOpen)
         {
             isOpen = true;
             PrivateOpen();
             return;
         }
         if (isOpen)
         {
             isOpen = false;
             PrivateClose();
             return;
         }
     }
     if (doorType == 1)
     {
         StartCoroutine("PrivateLocked");
     }
     if (doorType == 2)
     {
         if (FPH_InventoryManager.equippedItem != neededObject_Name && FPH_InventoryManager.equippedItem != "" && FPH_InventoryManager.equippedItem != " ")
         {
             StartCoroutine("PrivateWrongItem");
         }
         if (FPH_InventoryManager.equippedItem == "" || FPH_InventoryManager.equippedItem == " ")
         {
             StartCoroutine("PrivateLocked");
         }
         if (FPH_InventoryManager.equippedItem == neededObject_Name)
         {
             PrivateOpen();
         }
     }
     if (doorType == 3)
     {
         bool boolValue = FPH_ControlManager.LoadBool(neededKey);
         if (boolValue)
         {
             PrivateOpen();
         }
         else
         {
             StartCoroutine("PrivateLocked");
         }
     }
 }
Exemple #10
0
    public void OnMouseUp()
    {
        if (doorType == 1)
        {
            StartCoroutine("PrivateLocked");
        }
        if (doorType == 2)
        {
            if (FPH_InventoryManager.equippedItem != neededObject_Name && FPH_InventoryManager.equippedItem != "" && FPH_InventoryManager.equippedItem != " ")
            {
                StartCoroutine("PrivateWrongItem");
            }
            if (FPH_InventoryManager.equippedItem == "" || FPH_InventoryManager.equippedItem == " ")
            {
                StartCoroutine("PrivateLocked");
            }
        }
        if (doorType == 3 && !canbeOpen)
        {
            StartCoroutine("PrivateLocked");
        }

        if (canbeOpen)
        {
            startRot.y = currRot;
            delta      = 0;

            if (FPH_InventoryManager.equippedItem == neededObject_Name && !hasBeenUnlocked)
            {
                hasBeenUnlocked = true;
                FPH_ControlManager.SaveBool(hasBeenUnlockedKey, hasBeenUnlocked);
                doorType = 0;

                //Afte we used the item we unequip it
                FPH_InventoryManager.equippedItem       = "";
                FPH_InventoryManager.equippedItem_Index = -1;
                if (removeItemWhenUsed)
                {
                    FPH_InventoryManager.RemoveInventoryItem(FPH_InventoryManager.equippedItem_Index);
                    FPH_InventoryManager.SaveInventory();
                }
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        thisColl         = gameObject.GetComponent <Collider>();
        checkedCode      = false;
        selectedPosition = 0;

        if (onOk == 1)         // SetVar
        // We check if the value has been setted before, in this case we toggle the collider
        {
            if (keyType == 0)             // Float
            {
                float floatToCheck = PlayerPrefs.GetFloat(neededKey);
                if (floatToCheck == valueToSet_Float)
                {
                    thisColl.enabled = false;
                }
            }
            else if (keyType == 1)             // Int
            {
                int intToCheck = PlayerPrefs.GetInt(neededKey);
                if (intToCheck == valueToSet_Int)
                {
                    thisColl.enabled = false;
                }
            }
            else if (keyType == 2)             // String
            {
                string stringToCheck = PlayerPrefs.GetString(neededKey);
                if (stringToCheck == valueToSet_String)
                {
                    thisColl.enabled = false;
                }
            }
            else if (keyType == 3)             // Bool
            {
                bool boolToCheck = FPH_ControlManager.LoadBool(neededKey);
                if (boolToCheck == valueToSet_Bool)
                {
                    thisColl.enabled = false;
                }
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        if (interactionInt == 0)         // SwitchLight
        {
            if (FPH_ControlManager.LoadBool(keyToSave))
            {
                for (int i = 0; i < lightsToSwitch.Length; i++)
                {
                    lightsToSwitch[i].SetActive(true);
                }

                this.GetComponent <Collider>().enabled = false;
            }
        }
        if (interactionInt == 2)         // Send Message
        {
            if (FPH_ControlManager.LoadBool(keyToSave))
            {
                this.GetComponent <Collider>().enabled = false;
            }
        }
    }
Exemple #13
0
 void Update()
 {
     if (doorType == 0)
     {
         canbeOpen = true;
     }
     if (doorType == 1)
     {
         canbeOpen = false;
     }
     if (doorType == 2)
     {
         if (FPH_InventoryManager.equippedItem != neededObject_Name && FPH_InventoryManager.equippedItem != "" && FPH_InventoryManager.equippedItem != " ")
         {
             canbeOpen = false;
         }
         if (FPH_InventoryManager.equippedItem == "" || FPH_InventoryManager.equippedItem == " ")
         {
             canbeOpen = false;
         }
         if (FPH_InventoryManager.equippedItem == neededObject_Name)
         {
             canbeOpen = true;
         }
     }
     if (doorType == 3)
     {
         bool boolValue = FPH_ControlManager.LoadBool(neededKey);
         if (boolValue)
         {
             canbeOpen = true;
         }
         else
         {
             canbeOpen = false;
         }
     }
 }
    // If the code is right we send the message/setvalue and then deactivate the numpadCamera
    public void DoneCode()
    {
        if (onOk == 0)         // SendMessage
        {
            if (sendMessageTo != null)
            {
                sendMessageTo.SendMessage(messageToSend);
            }
            if (sendMessageTo == null)
            {
                Debug.LogWarning("No receiver for message - FPH_NumPad_Interactor " + this.gameObject.name);
            }

            if (reEnableOnOk)
            {
                thisColl.enabled = true;
            }

            if (controlWithKeyboard)
            {
                numpadButtonMeshes00.material      = notSelectedMaterial;
                numpadButtonMeshes01.material      = notSelectedMaterial;
                numpadButtonMeshes02.material      = notSelectedMaterial;
                numpadButtonMeshes03.material      = notSelectedMaterial;
                numpadButtonMeshes04.material      = notSelectedMaterial;
                numpadButtonMeshes05.material      = notSelectedMaterial;
                numpadButtonMeshes06.material      = notSelectedMaterial;
                numpadButtonMeshes07.material      = notSelectedMaterial;
                numpadButtonMeshes08.material      = notSelectedMaterial;
                numpadButtonMeshes09.material      = notSelectedMaterial;
                numpadButtonMeshesBack.material    = notSelectedMaterial;
                numpadButtonMeshesConfirm.material = notSelectedMaterial;
            }
            ingameCamera.SetActive(true);
            numpadCamera.SetActive(false);
            FPH_ControlManager.canBeControlled = true;
            FPH_ControlManager.isScreenLocked  = true; // Screen.lockCursor = true;
        }
        else if (onOk == 1)                            // SetVar
        {
            if (keyType == 0)                          // Float
            {
                PlayerPrefs.SetFloat(neededKey, valueToSet_Float);
            }
            else if (keyType == 1)             // Int
            {
                PlayerPrefs.SetInt(neededKey, valueToSet_Int);
            }
            else if (keyType == 2)             // String
            {
                PlayerPrefs.SetString(neededKey, valueToSet_String);
            }
            else if (keyType == 3)             // Bool
            {
                FPH_ControlManager.SaveBool(neededKey, valueToSet_Bool);
            }

            if (reEnableOnOk)
            {
                thisColl.enabled = true;
            }

            if (controlWithKeyboard)
            {
                numpadButtonMeshes00.material      = notSelectedMaterial;
                numpadButtonMeshes01.material      = notSelectedMaterial;
                numpadButtonMeshes02.material      = notSelectedMaterial;
                numpadButtonMeshes03.material      = notSelectedMaterial;
                numpadButtonMeshes04.material      = notSelectedMaterial;
                numpadButtonMeshes05.material      = notSelectedMaterial;
                numpadButtonMeshes06.material      = notSelectedMaterial;
                numpadButtonMeshes07.material      = notSelectedMaterial;
                numpadButtonMeshes08.material      = notSelectedMaterial;
                numpadButtonMeshes09.material      = notSelectedMaterial;
                numpadButtonMeshesBack.material    = notSelectedMaterial;
                numpadButtonMeshesConfirm.material = notSelectedMaterial;
            }
            ingameCamera.SetActive(true);
            numpadCamera.SetActive(false);
            FPH_ControlManager.canBeControlled = true;
            FPH_ControlManager.isScreenLocked  = true;            // Screen.lockCursor = true;
        }
    }
 // Use this for initialization
 void Start()
 {
     if (eventType == 0)
     {
         if (keyType == 0)
         {
             float retrievedFloat = PlayerPrefs.GetFloat(neededKey);
             if (retrievedFloat == valueToCheck_Float)
             {
                 if (actionType == 0)
                 {
                     if (toggleThisObj)
                     {
                         gameObject.SetActive(false);
                     }
                     else
                     {
                         for (int i = 0; i < objList.Length; i++)
                         {
                             objList[i].SetActive(false);
                         }
                     }
                 }
                 if (actionType == 1)
                 {
                     sendMessageTo.SendMessage(messageToSend);
                 }
             }
         }
         else if (keyType == 1)
         {
             int retrievedInt = PlayerPrefs.GetInt(neededKey);
             if (retrievedInt == valueToCheck_Int)
             {
                 if (actionType == 0)
                 {
                     if (toggleThisObj)
                     {
                         gameObject.SetActive(false);
                     }
                     else
                     {
                         for (int i = 0; i < objList.Length; i++)
                         {
                             objList[i].SetActive(false);
                         }
                     }
                 }
                 if (actionType == 1)
                 {
                     sendMessageTo.SendMessage(messageToSend);
                 }
             }
         }
         else if (keyType == 2)
         {
             string retrievedString = PlayerPrefs.GetString(neededKey);
             if (retrievedString == valueToCheck_String)
             {
                 if (actionType == 0)
                 {
                     if (toggleThisObj)
                     {
                         gameObject.SetActive(false);
                     }
                     else
                     {
                         for (int i = 0; i < objList.Length; i++)
                         {
                             objList[i].SetActive(false);
                         }
                     }
                 }
                 if (actionType == 1)
                 {
                     sendMessageTo.SendMessage(messageToSend);
                 }
             }
         }
         else if (keyType == 3)
         {
             bool retrievedBool = FPH_ControlManager.LoadBool(neededKey);
             if (retrievedBool == valueToCheck_Bool)
             {
                 if (actionType == 0)
                 {
                     if (toggleThisObj)
                     {
                         gameObject.SetActive(false);
                     }
                     else
                     {
                         for (int i = 0; i < objList.Length; i++)
                         {
                             objList[i].SetActive(false);
                         }
                     }
                 }
                 if (actionType == 1)
                 {
                     sendMessageTo.SendMessage(messageToSend);
                 }
             }
         }
     }
 }
    /*
     * If we already have this object in our inventory we deactivate it.
     * Since and object has different inventory name for different languages
     * we must perform a check for every languages.
     */
    void Start()
    {
        if (FPH_LanguageManager.gameLanguage == FPH_LanguageManager.LanguagesEnum.English)
        {
            hasObj = FPH_InventoryManager.HasObject(objName_English);
        }
        if (FPH_LanguageManager.gameLanguage == FPH_LanguageManager.LanguagesEnum.Italian)
        {
            hasObj = FPH_InventoryManager.HasObject(objName_Italian);
        }
        if (FPH_LanguageManager.gameLanguage == FPH_LanguageManager.LanguagesEnum.Spanish)
        {
            hasObj = FPH_InventoryManager.HasObject(objName_Spanish);
        }
        if (FPH_LanguageManager.gameLanguage == FPH_LanguageManager.LanguagesEnum.German)
        {
            hasObj = FPH_InventoryManager.HasObject(objName_German);
        }
        if (FPH_LanguageManager.gameLanguage == FPH_LanguageManager.LanguagesEnum.French)
        {
            hasObj = FPH_InventoryManager.HasObject(objName_French);
        }
        if (FPH_LanguageManager.gameLanguage == FPH_LanguageManager.LanguagesEnum.Japanese)
        {
            hasObj = FPH_InventoryManager.HasObject(objName_Japanese);
        }
        if (FPH_LanguageManager.gameLanguage == FPH_LanguageManager.LanguagesEnum.Chinese)
        {
            hasObj = FPH_InventoryManager.HasObject(objName_Chinese);
        }
        if (FPH_LanguageManager.gameLanguage == FPH_LanguageManager.LanguagesEnum.Russian)
        {
            hasObj = FPH_InventoryManager.HasObject(objName_Russian);
        }

        if (deleteIfKey)
        {
            hasKey = FPH_ControlManager.LoadBool(neededKey);

            if (hasKey)
            {
                if (obtainedObj == null && gameObject.activeSelf)
                {
                    gameObject.SetActive(false);
                }
                else if (obtainedObj != null && obtainedObj.activeSelf)
                {
                    obtainedObj.SetActive(false);
                }
            }
        }
        if (hasObj)
        {
            if (obtainedObj == null && gameObject.activeSelf)
            {
                gameObject.SetActive(false);
            }
            else if (obtainedObj != null && obtainedObj.activeSelf)
            {
                obtainedObj.SetActive(false);
            }
        }
    }
    // If the code is right we send the message/setvalue and then deactivate the rotPuzzleCamera
    IEnumerator DoneCode()
    {
        if (onOk == 0)         // SendMessage
        {
            if (sendMessageTo != null)
            {
                sendMessageTo.SendMessage(messageToSend);
            }
            if (sendMessageTo == null)
            {
                Debug.LogWarning("No receiver for message - FPH_NumPad_Interactor " + this.gameObject.name);
            }

            if (reEnableOnOk)
            {
                thisColl.enabled = true;
            }

            yield return(new WaitForSeconds(0.5f));

            if (controlWithKeyboard)
            {
                rotDiskMesh01.material = notSelectedMaterial;
                rotDiskMesh02.material = notSelectedMaterial;
                rotDiskMesh03.material = notSelectedMaterial;
                rotDiskMesh04.material = notSelectedMaterial;
            }
            ingameCamera.SetActive(true);
            rotPuzzleCamera.SetActive(false);
            FPH_ControlManager.canBeControlled = true;
            FPH_ControlManager.isScreenLocked  = true; // Screen.lockCursor = true;
        }
        else if (onOk == 1)                            // SetVar
        {
            if (keyType == 0)                          // Float
            {
                PlayerPrefs.SetFloat(neededKey, valueToSet_Float);
            }
            else if (keyType == 1)             // Int
            {
                PlayerPrefs.SetInt(neededKey, valueToSet_Int);
            }
            else if (keyType == 2)             // String
            {
                PlayerPrefs.SetString(neededKey, valueToSet_String);
            }
            else if (keyType == 3)             // Bool
            {
                FPH_ControlManager.SaveBool(neededKey, valueToSet_Bool);
            }

            if (reEnableOnOk)
            {
                thisColl.enabled = true;
            }

            yield return(new WaitForSeconds(0.5f));

            if (controlWithKeyboard)
            {
                rotDiskMesh01.material = notSelectedMaterial;
                rotDiskMesh02.material = notSelectedMaterial;
                rotDiskMesh03.material = notSelectedMaterial;
                rotDiskMesh04.material = notSelectedMaterial;
            }
            ingameCamera.SetActive(true);
            rotPuzzleCamera.SetActive(false);
            FPH_ControlManager.canBeControlled = true;
            FPH_ControlManager.isScreenLocked  = true;            // Screen.lockCursor = true;
        }
    }