void Start() { sentences = new Queue <string>(); if (GetOfGameObj.get() == 3) { dt.TriggerDialogue(); } }
public void Restart() { int b; b = GetOfGameObj.get(); // SceneManager.GetActiveScene(); SceneManager.LoadScene(b); }
public void EndDialogue() { if (GetOfGameObj.get() == 1) { animator.SetBool("IsOpen", false); ButLearn.gameObject.SetActive(false); ButSkip.gameObject.SetActive(false); ButtNext.gameObject.SetActive(false); } else { animator.SetBool("IsOpen", false); } }
public void isEndGame() { int sceneIndex = GetOfGameObj.get(); int scenceNext = FindOfIndexScenceNext.get_next(); if (scenceNext != 0) { PlayerPrefs.SetInt("LevelComplete", sceneIndex); } else { Invoke("NextLvl", 2f); } }
void Start() { int corrent_level = GetOfGameObj.get(); if (instance == null) { instance = this; } sceneIndex = GetOfGameObj.get(); if (corrent_level != 0) { levelComplete = PlayerPrefs.GetInt("LevelComplete"); } }
void Update() { if (!is_game_over) { if (!PlInt.stop_boy) { if (Input.GetButtonDown("Horizontal")) { timeSinceLastTab = Time.time - LAstTabTime; } if (Input.GetButtonUp("Horizontal")) { speed = first_speed; is_fast = false; timeSinceLastTab = 1; } if (GetOfGameObj.get() == 3 && (timeSinceLastTab <= DOUBLE_TIME)) { Debug.Log("Time Les" + timeSinceLastTab); Debug.Log("Time more" + DOUBLE_TIME); speed = new Vector2(2, 1.5f); is_fast = true; } else { Debug.Log("Sped doesn't change"); speed = first_speed; is_fast = false; } float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); if (Input.GetButtonDown("Horizontal") || Input.GetButtonDown("Vertical")) { armComp.animation.Play("walk", 0); LAstTabTime = Time.time; } if ((Input.GetButtonUp("Horizontal") && (!Input.GetButtonDown("Vertical") && !Input.GetButton("Vertical") && !Input.GetButton("Horizontal"))) || (Input.GetButtonUp("Vertical") && (!Input.GetButton("Horizontal") && !Input.GetButtonDown("Horizontal") && !Input.GetButton("Vertical")))) { armComp.animation.Play("stop", 0); } movement = new Vector2( speed.x * inputX, speed.y * inputY); if (inputX > 0 && !isFacingRight) { //отражаем персонажа вправо Flip(); } //обратная ситуация. отражаем персонажа влево else if (inputX < 0 && isFacingRight) { Flip(); } movement = new Vector2(speed.x * inputX, speed.y * inputY); } else { movement = new Vector2(0, 0); } } else { movement = new Vector2(0, 0); rb.velocity = movement; armComp.animation.Stop("stop"); armComp.animation.Stop("walk"); if (!armComp.animation.isPlaying) { armComp.animation.Play("cry"); } Invoke("Lose", 2f); } }
public void Awake() { GetOfGameObj.set(index); FindOfIndexScenceNext.set_next(next_index); }