private void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); m_PlayerTransform = player.transform; m_PlayerMovement = m_PlayerTransform.GetComponent <MovingObject>(); RoomInfo firstRoom = GameObject.FindGameObjectWithTag("FirstRoom").GetComponent <RoomInfo>(); m_CurrentMinX = firstRoom.GetMinX(); m_CurrentMaxX = firstRoom.GetMaxX(); m_CurrentMinY = firstRoom.GetMinY(); m_CurrentMaxY = firstRoom.GetMaxY(); }
private IEnumerator TransitionRoutine() { new GameFlowEvent(EGameFlowAction.StartTransition).Push(); // Teleport the player to the nex room m_PlayerTransform.position = new Vector3(m_PlayerNode.position.x, m_PlayerTransform.position.y, m_PlayerTransform.position.z); m_PlayerMovement.Freeze(); yield return(new WaitForSecondsRealtime(m_TransitionTime)); m_CurrentMinX = m_EnterRoom.GetMinX(); m_CurrentMaxX = m_EnterRoom.GetMaxX(); m_CurrentMinY = m_EnterRoom.GetMinY(); m_CurrentMaxY = m_EnterRoom.GetMaxY(); m_EnterRoom.gameObject.SetActive(true); RoomEnemy enemies = m_EnterRoom.GetComponent <RoomEnemy>(); if (enemies != null) { enemies.ResetEnemies(); } m_ExitRoom.gameObject.SetActive(false); m_PlayerMovement.Unfreeze(); new GameFlowEvent(EGameFlowAction.EndTransition).Push(); }