public void OnTriggerEnter(Collider other) { Movement.flag = false; if (!was_triggered) { was_triggered = true; if (Movement.advance == 0) //si il n'y a pas de sauvegarde { if (save.Get_nextmove() != 0) { save.Set_counter(save.Get_counter() + 1); save.Set_nextmove(save.Get_nextmove() - 1); } if (this.name.Length >= 10) { Movement.path_counter += 1; if (this.intersection == 1) //Movement.pathname = "J1_" + Movement.path_counter + "_LEFT"; { if (this.name.Equals("P6_ENDPATH") && save.Get_counter() == 52) { Move_counter(); } if (save.Get_nextmove() != 0) // si il reste des cases à bouger { //Debug.Log("case n° " + save.Get_counter()); if (save.Get_counter() != 46) // si ce n'est pas la case immersion { StartCoroutine(Choice()); } else { if (save.Get_imm()) { Movement.pathname = "J1_" + Movement.path_counter + "_LEFT"; } else { Movement.pathname = "J1_" + Movement.path_counter + "_RIGHT"; Move_counter(); } Movement.Play_iTween(GameObject.Find("Sphere_path")); } } else { iTween.Pause(); } } else { Movement.pathname = "J1_" + Movement.path_counter; if (save.Get_nextmove() != 0) { Movement.Play_iTween(GameObject.Find("Sphere_path")); } else { Movement.flag = true; } Move_counter(); } } if (save.Get_nextmove() == 0 || save.Get_counter() == 100) /// Avance until the dice number { iTween.Pause(); StartCoroutine(Action_Case(0.8f)); //lancer l'action de la case } else if (IsStop()) { iTween.Pause(); StartCoroutine(Action_Case(0.8f)); } } else // sauvegarde présente { if (Movement.advance == 100) { SceneManager.LoadScene("End Game"); } Movement.advance--; Movement.j++; if (Movement.advance == 0) { iTween.Pause(); Sauvegarde.dices.gameObject.SetActive(true); } else { if (this.name.Length >= 10) // ex : P1_ENDPATH { Movement.path_counter += 1; if (this.intersection == 1) { if (this.name.Equals("P6_ENDPATH") && Movement.advance == 52) { Move_advance(); } if (Isleft(save.Get_counter())) { Movement.pathname = "J1_" + Movement.path_counter + "_LEFT"; } else { Movement.pathname = "J1_" + Movement.path_counter + "_RIGHT"; Move_advance(); } } else { Movement.pathname = "J1_" + Movement.path_counter; Move_advance(); } Movement.Play_iTween(other.gameObject); } } } } }