public ImageFade deathFade;                                 //Reference to the image fade


    //This method initialises the class//
    void Awake()
    {
        //Sets up animator variable
        anim = GetComponent <Animator>();

        //Sets up player controller variable
        playerController = GetComponent <playerController>();

        //Sets current health to the starting health
        currentHealth = startingHealth;

        //Initialises the player stats variable
        playerStats = GetComponent <PlayerStats>();

        //Inital fade in for the game
        deathFade.OnButtonClick();
    }
    //This method is called when the player uses the bed//
    public void Rest()
    {
        //Screenfade
        screenFade.OnButtonClick();

        //Work out the amount between current health and full health
        float tempHealth = playerHealth.maxHealth - playerHealth.currentHealth;

        //Heal the player to full health
        playerHealth.AddHealth(tempHealth);

        //Rest the player to full stamina
        playerScript.currentStamina = playerScript.maxStamina;

        //Update the stamina slider
        staminaSlider.value = playerScript.currentStamina;

        //Courotuine for the notification
        StartCoroutine(DelayUI());

        //Couroutine for recharging
        StartCoroutine(Recharge());
    }
Exemple #3
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    public GameObject trig81;        //Tutorial trigger plate


    //Main update method//
    void Update()
    {
        //If Q is pressed and box 1 is not done, show box 3 and set boolean
        if (Input.GetKeyDown(KeyCode.Q) && box1done == false)
        {
            box1.SetActive(false);
            box2.SetActive(true);
            box1done = true;
        }

        //If Q is pressed and box 1 is done but box 2 is not down, close the boxes and set bool
        if (Input.GetKeyDown(KeyCode.Escape) && box1done == true && box2done == false)
        {
            box1.SetActive(false);
            box2.SetActive(false);
            box2done = true;
        }

        //If Q is pressed, and the relevant bools are correct - close the UI boxes and set bool
        if (Input.GetKey(KeyCode.Q) && box2done == true && trig4.entered == true && box4done == false)
        {
            box1.SetActive(false);
            box2.SetActive(false);
            box4.SetActive(false);
            box4done = true;
        }

        //If the relevant bools are correct, show box 6
        if (trig5.entered == true && box6done == false && box4done == true)
        {
            box6active = true;
        }

        //If Esc is pressed and the relevant bools are correct - close the UI boxes and set bool
        if (Input.GetKeyDown(KeyCode.Escape) && box4done == true && trig6.entered == true && box6done == false)
        {
            box1.SetActive(false);
            box2.SetActive(false);
            box4.SetActive(false);
            box6.SetActive(false);

            box6active = false;

            box6done = true;
        }

        //If Q is pressed and the relevant bools are correct - close the UI boxes and set bool
        if (Input.GetKeyDown(KeyCode.Q) && box6done == true && trig7.entered == true && box7done == false)
        {
            box1.SetActive(false);
            box2.SetActive(false);
            box4.SetActive(false);
            box6.SetActive(false);
            box7.SetActive(false);
            box7done = true;
        }

        //If Q is pressed and the relevant bools are correct - close the UI boxes and show box 8
        if (Input.GetKeyDown(KeyCode.Q) && box7done == true && trig8.entered == true && box8done == false)
        {
            //Update the boxes
            box1.SetActive(false);
            box2.SetActive(false);
            box4.SetActive(false);
            box6.SetActive(false);
            box7.SetActive(false);
            box8.SetActive(false);
            box9.SetActive(true);

            //Move the player to the tutorial spawn point with a screen fade
            player.transform.position = tutPoint.transform.position;
            screenFade.OnButtonClick();

            //Remove the tutorial fences
            block1.SetActive(false);
            block2.SetActive(false);
            block3.SetActive(false);

            //Set the bools
            box9active = true;
            box8done   = true;
        }

        //If Esc is pressed and the relevant bools are correct - close the UI boxes and set the bool
        if (Input.GetKeyDown(KeyCode.Escape) && box8done == true && box9done == false)
        {
            box1.SetActive(false);
            box2.SetActive(false);
            box4.SetActive(false);
            box6.SetActive(false);
            box7.SetActive(false);
            box8.SetActive(false);
            box9.SetActive(false);

            box9active = false;
            box9done   = true;
        }

        //If the boars are dead, and the bools are correct - add XP, show the last box and set bool
        if (deathLog.boar2dead == true && deathLog.boar1dead == true && box10open == false && box9done == true)
        {
            playerStats.AddXP(60);

            box10.SetActive(true);
            box10open = true;
        }

        //If Esc is pressed, and the bools are correct - close the UI boxes and destroy the tutorial components
        if (Input.GetKey(KeyCode.Escape) && box10open == true && box10closed == false)
        {
            //Remove the UI boxes
            box1.SetActive(false);
            box2.SetActive(false);
            box4.SetActive(false);
            box6.SetActive(false);
            box7.SetActive(false);
            box8.SetActive(false);
            box9.SetActive(false);
            box10.SetActive(false);

            //Destroy the tutorial components
            Destroy(trig41);
            Destroy(trig51);
            Destroy(trig61);
            Destroy(trig71);
            Destroy(trig81);

            //Set the boolean
            box10closed = true;
        }
    }