public void BehaviorByInteraction(GameObject player) { if (player.GetComponent <PlayerProperty>().IsWithchild) { CountOfSavedChild++; if (countOfSavedChild == 7) { sceneEventSystem.SpeechBubbles(gameObject, "모든 아이들을 데려오셨군요! 이제 탈출합시다!", 1.5f); } else { sceneEventSystem.SpeechBubbles(gameObject, "아이를 데려왔군요! 부디 남은 아이들도 부탁해요...", 1.5f); } player.GetComponent <PlayerProperty>().IsWithchild = false; sceneEventSystem.PlayerSpeedRestore(player.GetComponent <PlayerInput>()); countOfLivedChildUI.UIupdate(); if (sceneEventSystem.ToBeSavedKid == "LibraryKid") { player.GetComponent <Inventory>().AddItem(new Item("FoldedPaper", "접힌 종이", "무언가 적혀있는 종이다.", Item.ItemType.View)); sceneEventSystem.PushSystemMessage("학생 : 선생님 이거.. 2층에서 주웠어요.", 1); sceneEventSystem.PushSystemMessage("접힌 종이를 얻었다.", 1); sceneEventSystem.ToBeSavedKid = string.Empty; } } else { sceneEventSystem.SpeechBubbles(gameObject, "학교에 남은 아이들을 꼭 데려와 주세요...", 1.5f); } }
public void BehaviorByInteraction(GameObject player) { CheckLockedDoor(); if (IsUnlocked) { if (!isOpen) { isOpen = true; if (gameObject.activeInHierarchy) { StartCoroutine(OpenAnimation()); } } else { isOpen = false; if (gameObject.activeInHierarchy) { StartCoroutine(CloseAnimation()); } } callSection(); } else { sceneEventSystem.PushSystemMessage(LockedMessage, 1); } }
void RemoteControllerEvent() { if (sceneEventSystem.Player.GetComponent <PlayerProperty>().StandingSection.transform.parent.name == "2F") { if (!tv.IsOn) { sceneEventSystem.PushSystemMessage("TV가 켜졌다.", 1.5f); } else { sceneEventSystem.PushSystemMessage("TV가 꺼졌다.", 1.5f); } StartCoroutine(remoteControllerEvent_()); } }
private IEnumerator MessageLoad() { yield return(null); sceneEventSystem.PushSystemMessage("학생식당의 문을 열었다.", 1); sceneEventSystem.FirstFloor.EventTrigger("cafeteriaKey"); }
IEnumerator BehaviorByInteraction_() { int standingSection = int.Parse(playerProperty.StandingSection.transform.parent.name.Substring(0, 1)); if (sceneEventSystem.IsTheFloorLocked[standingSection - 1]) { sceneEventSystem.TouchCanvas.SetActive(false); yield return(StartCoroutine(sceneEventSystem.SceneFade(true))); sceneEventSystem.TouchCanvas.SetActive(true); StartCoroutine(sceneEventSystem.SceneFade(false)); playerRayCast.StopUpdate(); playerProperty.UpAndDown = true; if (transform.parent.name == "LeftStairs") { player.transform.position = floorEntrance.transform.GetChild(standingSection * 2).transform.position; } else { player.transform.position = floorEntrance.transform.GetChild(standingSection * 2 + 1).transform.position; } Camera.main.GetComponent <CameraMove>().MoveCamera(player); floors[standingSection].SetActive(true); floors[standingSection].SendMessage("FloorInit"); playerRayCast.StartUpdate(); floors[standingSection - 1].SetActive(false); yield break; } else { sceneEventSystem.PushSystemMessage("계단 위로 올라갈 수 없습니다.", 2); } }
public void BehaviorByInteraction(GameObject player) { player.SendMessage("AddItem", lighter); player.SendMessage("AddItem", note); sceneEventSystem.PushSystemMessage("라이터와 피묻은 쪽지를 얻었다.", 1); gameObject.layer = 0; lighterObject.SetActive(false); noteObject.SetActive(false); }
public void BehaviorByInteraction(GameObject player) { if (!sceneEventSystem.IsBlackouted) { GameObject.Find("3F").GetComponent<ThirdFloor>().ShowBroadcastUI(true); GameObject.Find("IngameMap").transform.GetChild(1).GetComponent<SecondFloor>().IsBroadcasted = true; } else { sceneEventSystem.PushSystemMessage("정전으로인해 작동하지 않는다.", 1f); } }
public void TryUnlock() { string inputCipher = String.Empty; foreach (Text item in cipherText) { inputCipher = string.Concat(inputCipher, item.text); } if (inputCipher == cipher) { sceneEventSystem.PushSystemMessage("도어락이 열렸다.", 1); GetComponent <Door>().IsUnlocked = true; Destroy(this); } else { sceneEventSystem.PushSystemMessage("열리지 않는다.", 1); } Time.timeScale = 1; lockWindow.SetActive(false); }
private IEnumerator OpenMessage() { sceneEventSystem.PushSystemMessage("자물쇠가 열렸다.", 1); yield return(new WaitForSeconds(1)); sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "여러가지 스위치가 보인다.\n방화 셔터라고 적힌 스위치를 조작했다.", 2); yield return(new WaitForSeconds(2)); sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "복도 쪽에서 무언가 올라가는 소리가 들린다.", 1.5f); yield return(new WaitForSeconds(1.5f)); sceneEventSystem.IsTheFloorLocked[0] = true; // 2층 계단 개방. }
IEnumerator Boom() { yield return(StartCoroutine(GameObject.Find("3F").GetComponent <ThirdFloor>().Fade(true))); sceneEventSystem.Player.GetComponent <PlayerInput>().enabled = false; AudioManager.Instance.PlaySoundOneShot("Boom01", 2); zombie.SetActive(false); GameObject.Find("ElectricPuddle").SetActive(false); broadcastRoomDoor.transform.GetChild(0).GetComponent <Door>().IsUnlocked = true; broadcastRoomDoor.transform.GetChild(0).GetComponent <Door>().BehaviorByInteraction(null); yield return(new WaitForSeconds(1f)); broadcastRoomDoor.transform.GetChild(0).GetComponent <MeshRenderer>().enabled = false; broadcastRoomDoor.transform.GetChild(0).gameObject.layer = 0; //조명어둡게 sceneEventSystem.Player.transform.GetChild(3).gameObject.SetActive(true); if (!sceneEventSystem.Player.GetComponent <Inventory>().IsItemExist("Lighter")) { sceneEventSystem.Player.transform.GetChild(2).GetComponent <Light>().range = 10f; } else { sceneEventSystem.PushSystemMessage("가지고있는 라이터를 사용했다.", 1f); sceneEventSystem.Player.transform.GetChild(3).GetComponent <SpriteRenderer>().color = new Color(0, 0, 0, 0.8f); } yield return(new WaitForSeconds(2)); yield return(StartCoroutine(GameObject.Find("3F").GetComponent <ThirdFloor>().Fade(false))); GameObject.Find("3F").GetComponent <ThirdFloor>().MoveZombies(); sceneEventSystem.IsBlackouted = true; yield return(new WaitForSeconds(1)); gameObject.layer = 0; }
void MessageLoad() { sceneEventSystem.PushSystemMessage(string.Format(item.itemKorName + "을(를) 얻었다."), 1); }
void MessageLoad() { sceneEventSystem.PushSystemMessage("교무실 열쇠를 얻었습니다.", 1); secondFloor.SchoolOfficeEvent(); }
public void BehaviorByInteraction(GameObject player) { player.SendMessage("AddItem", wetNote); sceneEventSystem.PushSystemMessage("축축한 쪽지를 얻었다.", 1); gameObject.layer = 0; }
void MessageLoad() { sceneEventSystem.PushSystemMessage("리코더를 얻었다.", 1); }
public void BehaviorByInteraction(GameObject player) { sceneEventSystem.PushSystemMessage("빠루로 힘껏 내려쳤더니 책상이 부서졌다.", 1); Destroy(gameObject); }
void MessageLoad() { gameObject.layer = 0; sceneEventSystem.PushSystemMessage("교무실 열쇠를 얻었다.", 1); sceneEventSystem.PushSystemMessage("학생식당 열쇠를 얻었다.", 1); }
private IEnumerator InteractCabinet(GameObject player) { gameObject.layer = 0; switch (behaviorCount) { case 0: sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "나무 상자가 보인다. 영어로 뭐라 쓰여 있다. Sodium..?", 1.5f); yield return(wait); behaviorCount++; break; case 1: if (inven.IsItemExist("Crowbar")) { sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "빠루를 고쳐 잡고, 힘을 주어 유리를 내려쳤다.", 1.5f); yield return(wait); sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "캐비닛 유리는 큰 소리와 함께 깨졌다.", 1.5f); yield return(wait); behaviorCount++; } else { sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "유리를 깨트리기 위해선 도구가 있어야할 것 같다.", 1.5f); yield return(wait); } break; case 2: sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "소듐이라 쓰인 상자에 포스트잇이 붙어 있다.", 1.5f); yield return(wait); player.SendMessage("AddItem", sodiumPostIt); sceneEventSystem.PushSystemMessage("포스트잇을 얻었다.", 1); yield return(wait); behaviorCount++; break; case 3: if (sceneEventSystem.IsInteractedThirdFloorCollabsedClass) { sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "어쩌면 이걸로 3층 교실의 문을 폭파할 수 있을지도…", 1.5f); yield return(wait); player.SendMessage("AddItem", sodium); sceneEventSystem.PushSystemMessage("실험용 소듐 덩어리를 얻었다.", 1); yield return(wait); gameObject.layer = 0; behaviorCount++; sceneEventSystem.IsInteractedThirdFloorCollabsedClass = false; yield return(null); } else { sceneEventSystem.MonologueBubbles(sceneEventSystem.Player, "물에 닿으면 폭발한다니.. 건드리지 않는게 좋겠다.", 1.5f); yield return(wait); } break; default: break; } gameObject.layer = 8; }