Exemple #1
0
    IEnumerator WaitAndActivateThirdCoffin()
    {
        yield return(new WaitForSeconds(10.0f));

        SecondCoffinLight.SetActive(false);
        SecondCoffinActivated = false;
        ThirdCoffinActivated  = true;
        ThirdCoffinLight.SetActive(true);
    }
Exemple #2
0
    IEnumerator WaitAndStartCoffinsAndInitLever()
    {
        yield return(new WaitForSeconds(5.0f));

        FirstCoffinLight.SetActive(true);
        SecondCoffinLight.SetActive(true);
        ThirdCoffinLight.SetActive(true);

        yield return(new WaitForSeconds(10.0f));

        AudioSource RightDoorAudio = RightDoor.GetComponent <AudioSource>();

        RightDoorAudio.clip = RightDoorThumping;
        RightDoorAudio.loop = true;
        RightDoorAudio.Play();

        yield return(new WaitForSeconds(10.0f));

        Lever.transform.parent.gameObject.SetActive(true);
    }
Exemple #3
0
    // Start is called before the first frame update
    void Start()
    {
        ProgramMode   = Program_Mode.START_SCREEN;
        DoorState     = DOOR_STATE.DOOR_CLOSED;
        GamePlayState = GAMEPLAY_STATE.INIT;
        ReadingState  = READING_STATE.NONE;

        DoorAudioSource = MiddleDoor.GetComponent <AudioSource>();

        Lever.transform.parent.gameObject.SetActive(false);
        GM_AudioSource = GetComponent <AudioSource>();

        OtherNotesProgressHash = 0;
        GameCompleteHash       = (1 << (i32)Letter.Tag.OTHER_1) | (1 << (i32)Letter.Tag.OTHER_2) | (1 << (i32)Letter.Tag.OTHER_3) | (1 << (i32)Letter.Tag.OTHER_4);

        Human.SetActive(false);

        BlackScreen.SetActive(false);
        Credits.SetActive(false);

        GameMixer.GetFloat("GM_Volume", out VCR_Current_Volume);
        VCR_Target_Volume = VCR_Current_Volume;
        T = 0.0f;

        FirstCoffinActivated  = false;
        SecondCoffinActivated = false;
        ThirdCoffinActivated  = false;

        FirstCoffinLight.SetActive(false);
        SecondCoffinLight.SetActive(false);
        ThirdCoffinLight.SetActive(false);

        CoffinMinDistance = 14.0f;

        StartedAlready = false;

#if IGNORED
        GameMixer.GetFloat("GM_Volume", out OriginalTrainVolume);
        GameMixer.SetFloat("GM_Volume", OriginalTorchSound);
#endif
    }