// Opens door, Wendigo moves to center of room and shouts IEnumerator EnterThroughDoor(float stoppingDistance) { barricade.BreakBarricade(); frontDoor.OpenDoor(); // make sure monster is facing the correct way this.transform.LookAt(location2.transform.position); while (Vector3.Distance(transform.position, location2.transform.position) > stoppingDistance) { _walking = true; MoveTowardsTarget(location2); yield return(null); } _walking = false; Shout(); yield break; }
/// <summary> /// Handles win by calling police /// </summary> IEnumerator DoPoliceWinCR() { yield return(new WaitForSeconds(3)); // Disable Game UI DisableGameUI(); // Set Camera mainCam.SetActive(false); policeCam.SetActive(true); copWalk.ApproachHouseAndDrawGun(); yield return(new WaitForSeconds(2.5f)); cultist.DoAction(); yield return(new WaitForSeconds(4)); WomanCine.GetComponent <CopWalk>().WalkForwardThenStop(2.5f); frontDoorCopWin.OpenDoor(); yield return(new WaitForSeconds(1)); copWalk.HolsterGun(); yield return(new WaitForSeconds(2)); winText.GetComponent <Text>().text = "After calling 911, the police finally arrived to the house and escorted the survivors to a safe location. "; winText.SetActive(true); yield return(new WaitForSeconds(4)); winText2.GetComponent <Text>().text = "You have survived"; winText2.SetActive(true); GameManager.Instance.HandleAfterWin(); // Tell gamemanager to handle after game stuff }
public void TransitionToGame() { door.OpenDoor(); }
public void TransitionToGame() { PlayerPrefs.SetInt("hasPlayed", 0); door.OpenDoor(); }