Exemple #1
0
    List <GameObject> upgradeItems(List <GameObject> itemsToUpgrade)
    {
        List <GameObject> upgradedItems = new List <GameObject>();

        Debug.Log("Upgrading items...");
        foreach (GameObject item in itemsToUpgrade)
        {
            if (currentSetting == upgradeSetting.FINE) //Fine setting
            {
                switch (item.name)
                {
                case "Keycard":
                    KeycardAuth keycard = item.GetComponent <KeycardAuth>();
                    if (keycard.Lvl >= 3)
                    {
                        GameObject playingCard = Instantiate(itemsHolder.items["Playing Card"]);
                        playingCard.transform.position = item.transform.position;
                        Destroy(item);
                        upgradedItems.Add(playingCard);
                        break;
                    }
                    keycard.Lvl++;
                    upgradedItems.Add(item);
                    break;

                default:
                    upgradedItems.Add(item);
                    break;
                }
            }
        }
        return(upgradedItems);
    }
Exemple #2
0
 private void OnCollisionEnter(Collision collision)
 {
     Debug.Log(collision.gameObject.name);
     if (collision.gameObject.tag == "Keycard" && !doorIsOpening)
     {
         KeycardAuth ksScript = collision.gameObject.GetComponent <KeycardAuth>();
         if (ksScript.Lvl >= lvl)
         {
             Debug.Log("Open door");
             if (isCheckpoit)
             {
                 StartCoroutine(fullCycleDoor());
             }
             else
             {
                 StartCoroutine(changeDoor());
             }
         }
         else
         {
             Debug.Log("Keycard is not high enough level!");
         }
     }
 }