// Update is called once per frame
    void Update()
    {
        hint += Time.deltaTime;
        if (obj1.clicked == true && obj2.clicked == true && obj3.clicked == true)
        {
            right = true;
        }
        else
        {
            right = false;
        }

        if (CombinationPuzzle.num == 3 && right == false)
        {
            lose.Play();
            StartCoroutine(reset());
            CombinationPuzzle.num = 0;
        }
        else if (CombinationPuzzle.num == 3 && right == true)
        {
            anim.SetBool("won", true);
            won = true;
            victory.Play();
            CombinationPuzzle.num = 4;
        }
        if (won)
        {
            timer += Time.deltaTime;
        }
        if (timer > time.length)
        {
            CrossSceneScript.insertInventory("sword");
            anim.gameObject.SetActive(false);
        }

        if (hint > 20)
        {
            hintText.SetActive(true);
        }
    }
Esempio n. 2
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 // Update is called once per frame
 void Update()
 {
     hint += Time.deltaTime;
     if (eye.activeSelf)
     {
         anim.SetBool("won", true);
         //Debug.Log ("hi");
     }
     if (anim.GetBool("won"))
     {
         count += Time.deltaTime;
         //Debug.Log ("hi");
     }
     if (count > time.length - 0.1f)
     {
         anim.gameObject.SetActive(false);
         CrossSceneScript.insertInventory("helmet");
         victory.Play();
     }
     if (hint > 20)
     {
         hintText.SetActive(true);
     }
 }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        int i = 0;
        int temp;

        foreach (string s in inventory)
        {
            if (s == null)
            {
                temp = i;
                for (int j = 0; j < inventory.Length - temp; j++)
                {
                    inventory [temp] = inventory [j];
                }
            }
            i++;
        }

        if (CrossSceneScript.contains("jewel"))
        {
            slots [0].color  = new Color(255, 255, 255, 255);
            slots [0].sprite = sprites [0];
        }
        else
        {
            slots [0].sprite = null;
            slots [0].color  = new Color(255, 255, 255, 0);
        }
        if (CrossSceneScript.contains("sandals"))
        {
            slots [1].color  = new Color(255, 255, 255, 255);
            slots [1].sprite = sprites [1];
        }
        else
        {
            slots [1].sprite = null;
            slots [1].color  = new Color(255, 255, 255, 0);
        }
        if (CrossSceneScript.contains("helmet"))
        {
            slots [2].color  = new Color(255, 255, 255, 255);
            slots [2].sprite = sprites [2];
        }
        else
        {
            slots [2].sprite = null;
            slots [2].color  = new Color(255, 255, 255, 0);
        }
        if (CrossSceneScript.contains("sword"))
        {
            slots [3].color  = new Color(255, 255, 255, 255);
            slots [3].sprite = sprites [3];
        }
        else
        {
            slots [3].sprite = null;
            slots [3].color  = new Color(255, 255, 255, 0);
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            Application.LoadLevel("Starting room2.0");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad1))
        {
            Application.LoadLevel("Maze1.0");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad2))
        {
            Application.LoadLevel("Rotation1.0");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad3))
        {
            Application.LoadLevel("Combination1.0");
        }
        else if (Input.GetKeyDown(KeyCode.Keypad4))
        {
            Application.LoadLevel("OwlCloseup");
        }
    }
Esempio n. 4
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 // Use this for initialization
 void Start()
 {
     CrossSceneScript.insertInventory("jewel");
 }