// Use this for initialization void OnTriggerEnter(Collider col) { if (col.gameObject.tag.Equals("Player") || col.gameObject.tag.Equals("Gnome")) { GameObject start = GameObject.FindGameObjectWithTag("Respawn"); GameObject player = GameObject.FindGameObjectWithTag("Player"); player.transform.position = start.transform.position; player.transform.rotation = start.transform.rotation; // Note: Setting the gnome's rotation makes it twist its head backward and it looks scary, so I took that out GameObject gnome = GameObject.FindGameObjectWithTag("Gnome"); Vector3 newPosition = new Vector3(start.transform.position.x + 2, start.transform.position.y - 2, start.transform.position.z); gnome.transform.position = newPosition; Debug.Log("About to make ones of the walls disappear"); GameObject[] ifGates; ifGates = GameObject.FindGameObjectsWithTag("IfGate"); foreach (GameObject ifGate in ifGates) { Debug.Log("Woo hoo! chose a wall!"); RandomDoor rD = ifGate.GetComponent <RandomDoor>(); rD.changeDoor(); } } }
public void RandomizeDoors() { RandomDoor rd = new RandomDoor(this); rd.SetupDoorBooleans(); }