Esempio n. 1
0
    public void keyed() //Called when the block's note is played.
    {
        //For now, just remove it
        col.enabled = false;
        AudioManager.Instance.PlayPuzzleSound("SoftGlassBreak");
        matManager.Dissolve();

        /*
         * if (pos == 1)
         * {
         *  transform.GetChild(0).gameObject.GetComponent<SpriteGlowEffect>().OutlineWidth = 0;
         *  transform.position = new Vector2(transform.position.x + xTransform, transform.position.y + yTransform);
         *  noteSprite.sprite = note2;
         *  activeCode = code2;
         *  AudioManager.Instance.PlayPuzzleSound("SoftGlassBreak");
         *  pos = 2;
         * }
         * else if (pos == 2)
         * {
         *  transform.GetChild(0).gameObject.GetComponent<SpriteGlowEffect>().OutlineWidth = 1;
         *  transform.position = new Vector2(transform.position.x + (xTransform * -1f), transform.position.y + (yTransform * -1f    ));
         *  noteSprite.sprite = note1;
         *  activeCode = code1;
         *  AudioManager.Instance.PlayPuzzleSound("SoftGlassBreak");
         *  pos = 1;
         * }*/
    }
Esempio n. 2
0
 public void opened() //Called when the correct note is pressed. Opens the active lock and makes the next one active.
 {
     if (!open)
     {
         if (active == 1)
         {
             sr1.color = new Color(1, 1, 1, 0.3f);
             //lock1.transform.position = new Vector2(lock1.transform.position.x, lock1.transform.position.y + moveAmount);
             active     = 2;
             activeCode = code2;
             AudioManager.Instance.PlayPuzzleSound("SoftGlassBreak");
         }
         else if (active == 2)
         {
             sr2.color = new Color(1, 1, 1, 0.3f);
             //lock2.transform.position = new Vector2(lock2.transform.position.x, lock2.transform.position.y + moveAmount);
             active     = 3;
             activeCode = code3;
             AudioManager.Instance.PlayPuzzleSound("SoftGlassBreak");
         }
         else if (active == 3) //If all locks are open, keep the gate open
         {
             mat1.Dissolve();
             mat2.Dissolve();
             mat3.Dissolve();
             col1.enabled = false;
             col2.enabled = false;
             col3.enabled = false;
             //lock3.transform.position = new Vector2(lock3.transform.position.x, lock3.transform.position.y + moveAmount);
             open = true;
             AudioManager.Instance.PlayPuzzleSound("SoftGlassBreak");
         }
     }
 }