Exemple #1
0
    void Start()
    {
        projectileOut_1 = GetLinkedObject("projectileOut_1");
        projectileOut_2 = GetLinkedObject("projectileOut_2");
        projectileOut_3 = GetLinkedObject("projectileOut_3");
        projectileOut_4 = GetLinkedObject("projectileOut_4");
        projectileOut_5 = GetLinkedObject("projectileOut_5");
        projectileOut_6 = GetLinkedObject("projectileOut_6");
        projectileOut_7 = GetLinkedObject("projectileOut_7");
        projectileOut_8 = GetLinkedObject("projectileOut_8");

        door_puzzle_level2      = GetLinkedObject("door_puzzle_level2");
        door_puzzle_level2_exit = GetLinkedObject("door_puzzle_level2_exit");
        countdown = GetComponent <PuzzleCountdown>();
    }
Exemple #2
0
    //--------------

    void Start()
    {
        tile_size = 25.4f;

        lever_go = GetLinkedObject("lever_go");

        audio = GetComponent <CompAudio>();
        if (audio == null)
        {
            Debug.Log("[error] There is no audio in puzzle!");
        }

        countdown = GetComponent <PuzzleCountdown>();
        if (countdown == null)
        {
            Debug.Log("[error] There is no countdown in puzzle!");
        }

        anim_controller = lever_go.GetComponent <CompAnimation>();
        if (anim_controller == null)
        {
            Debug.Log("[error] Animation is null!");
        }

        barrel_puzzel_manager = GetComponent <BarrelPuzzleManager>();
        if (barrel_puzzel_manager == null)
        {
            Debug.Log("[error] Animation is null!");
        }

        Puzzle_line_1 = GetLinkedObject("Puzzle_line_1");
        Puzzle_line_2 = GetLinkedObject("Puzzle_line_2");
        Puzzle_line_3 = GetLinkedObject("Puzzle_line_3");
        Puzzle_line_4 = GetLinkedObject("Puzzle_line_4");
        Puzzle_line_5 = GetLinkedObject("Puzzle_line_5");
        Puzzle_line_6 = GetLinkedObject("Puzzle_line_6");

        line1 = new List <GameObject>();
        line2 = new List <GameObject>();
        line3 = new List <GameObject>();
        line4 = new List <GameObject>();
        line5 = new List <GameObject>();
        line6 = new List <GameObject>();

        // Get All barrels from Puzzle.
        SetBarrels();

        // Desactivate all barrels, while the player dont stay in puzzle.
        DesactivateBarrels(line1);
        DesactivateBarrels(line2);
        DesactivateBarrels(line3);
        DesactivateBarrels(line4);
        DesactivateBarrels(line5);
        DesactivateBarrels(line6);

        // Map
        current_path = new Path(barrel_per_line, number_lines, puzzle_orientation);
        GeneratePath();

        lever_interact = GetLinkedObject("lever_interact");

        lever_interact.SetActive(false);

        if (other_lever_1 != null)
        {
            other_lever_1 = GetLinkedObject("other_lever_1");
        }
        if (other_lever_2 != null)
        {
            other_lever_2 = GetLinkedObject("other_lever_2");
        }

        chain_line_1 = GetLinkedObject("chain_line_1");
        chain_line_2 = GetLinkedObject("chain_line_2");
        chain_line_3 = GetLinkedObject("chain_line_3");
        chain_line_4 = GetLinkedObject("chain_line_4");
        chain_line_5 = GetLinkedObject("chain_line_5");
        chain_line_6 = GetLinkedObject("chain_line_6");

        chains_1 = new List <GameObject>();
        chains_2 = new List <GameObject>();
        chains_3 = new List <GameObject>();
        chains_4 = new List <GameObject>();
        chains_5 = new List <GameObject>();
        chains_6 = new List <GameObject>();

        // Get All Chains from Puzzle.
        SetChains();

        //// Testing --------------------------------------------
        //for (int y = 0; y < number_lines; y++)
        //{
        //    for (int x = 0; x < barrel_per_line; x++)
        //    {
        //        current_path.walkability[x, y] = 0;
        //    }
        //}

        //current_path.walkability[4, 0] = 1;
        //current_path.walkability[4, 1] = 1;
        //current_path.walkability[4, 2] = 1;
        //current_path.walkability[4, 3] = 1;
        //current_path.walkability[5, 3] = 1;
        //current_path.walkability[5, 4] = 1;
        //current_path.walkability[5, 5] = 1;



        // -------------------------------------------------------
    }