//float offR = 200f / 255f;
    //float offG = 0f / 255f;
    //float offB = 0f / 255f;
    //float offA = 25f / 255f;
    #endregion

    #region Getters/Setters



    #endregion

    #region Constructors



    #endregion

    // ------------------------------------------------------------------------------
    // FUNCTIONS
    // ------------------------------------------------------------------------------

    // ------------------------------------------------------------------------------
    // Function Name: 
    // Return types: 
    // Argument types: 
    // Author: 
    // Date: 
    // ------------------------------------------------------------------------------
    // Purpose: 
    // ------------------------------------------------------------------------------

    void Start()
    {
        wld_Teleporter = GetComponent<WLD_Teleporter>();

        levelSeg = WLD_GameController.levels[wld_Teleporter.levelToLoad].LevelSegments.Length;

        teleporterRenderer = GetComponent<Renderer>();

        segmentButtons = new Button[segmentNumber.Length];


        for (int i = 0; i < segmentNumber.Length; i++)
        {
            segmentButtons[i] = segmentNumber[i].GetComponent<Button>();

            segmentNumber[i].SetActive(false);
            segmentButtons[i].interactable = false;
        }

        shopPanel.SetActive(false);

        ev = GameObject.Find("SegmentEventSystems").GetComponent<EventSystem>();


    }
Exemple #2
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    // ------------------------------------------------------------------------------
    // FUNCTIONS
    // ------------------------------------------------------------------------------
    void Start()
    {
        player = WLD_GameController.player;

        teleporter = GetComponent<WLD_Teleporter>();
        hub_ui = GetComponent<UI_HubUI>();

    }
    private void Start()
    {
        segmentNumber  = teleporterOn.GetComponent <WLD_Teleporter>().segmentNumber;
        wld_Teleporter = teleporterOn.GetComponent <WLD_Teleporter>();

        if (WLD_GameController.player.GetComponent <PLR_Points>().LastSegment != 1)
        {
            if (WLD_GameController.activeLevel.LevelSegments[teleporterOn.GetComponent <WLD_Teleporter>().segmentNumber - 2].SegmentComplete)
            {
                teleporterOn.SetActive(true);
                teleporterOff.SetActive(false);
                teleporterReached = true;
            }
        }
    }
Exemple #4
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    void DeathRespawnBehave()
    {
        if (wld_HealthDmg.Health <= 0)
        {
            isDying = true;

            if (isDying && currentTime == 0)
            {
                audioSource.PlayOneShot(deathSound);
            }

            currentTime += Time.deltaTime;

            anim.SetTrigger(hashIDs.deathBool);

            if (timeToDie <= currentTime)
            {
                isDead = true;

                currentTime = 0;
                //rb.velocity = Vector3.zero;
                //rb.angularVelocity = Vector3.zero;
                //transform.position = new Vector3(WLD_GameController.activeLevel.LevelSegments[segNumber - 1].TeleporterX, WLD_GameController.activeLevel.LevelSegments[segNumber - 1].TeleporterY, WLD_GameController.activeLevel.LevelSegments[segNumber - 1].TeleporterZ);

                //PlayerReset();
                if (reloadLevel == false)
                {
                    StartCoroutine(Death());
                }
                else if (reloadLevel == true)
                {
                    for (int i = 0; i < WLD_GameController.levels.Count; i++)
                    {
                        if (WLD_GameController.levels[(Scenes)i] == WLD_GameController.activeLevel)
                        {
                            invinsiblity = true;
                            WLD_Teleporter teleporter = FindObjectOfType <WLD_Teleporter>();
                            rb.velocity            = Vector3.zero;
                            rb.angularVelocity     = Vector3.zero;
                            teleporter.LevelToLoad = (Scenes)i;
                            PlayerReset();
                            teleporter.LoadLevelSegment(WLD_GameController.player.GetComponent <GRV_IndividualGravity>().Segment.SegmentNumber);
                        }
                    }
                }
            }
        }
    }
    // ------------------------------------------------------------------------------
    // Function Name: RestartButton
    // Return types:
    // Argument types:
    // Author: Kayci Lyons
    // Date: 10/19/17
    // ------------------------------------------------------------------------------
    // Purpose: When the function is called, it resets the player to the last teleporter they activated.
    // ------------------------------------------------------------------------------
    public void RestartButton()
    {
        for (int i = 0; i < WLD_GameController.levels.Count; i++)
        {
            if (WLD_GameController.levels[(Scenes)i] == WLD_GameController.activeLevel)
            {
                WLD_Teleporter        teleporter = FindObjectOfType <WLD_Teleporter>();
                PLR_DeathRespawnCycle reset      = FindObjectOfType <PLR_DeathRespawnCycle>();
                teleporter.LevelToLoad = (Scenes)i;
                teleporter.LoadLevelSegment(WLD_GameController.player.GetComponent <GRV_IndividualGravity>().Segment.SegmentNumber);
                reset.PlayerReset();
            }
        }

        ui_Pause.UnpauseButton();
        EndPieceLoreElementsRestart();
        SaveNotificationRestart();
        FireRateRestart();
        HealthOverlayReset();
        ColdEffectRestart();
        HeatZoneReset();
    }