public void recieveAction() { MetaScript.preTeleport(); MetaScript.getPlayer().GetComponent <DynamicGeneration>().enabled = false; MetaScript.getPlayer().transform.position = new Vector3(entranceXPos, DEPTH, entranceZPos); MetaScript.getPlayer().GetComponent <InBuilding>().setPlayerInBuilding(true); MetaScript.postTeleport(); }
public void recieveAction() { if (!this.enabled) { return; } MetaScript.preTeleport(); player.GetComponent <DynamicGeneration>().enabled = false; MetaScript.GetInBuilding().setPlayerInBuilding(true); player.transform.position = new Vector3(bg.getdoorxlocation() + bg.getxlocation(), bg.getylocation(), bg.getdoorzlocation() + bg.getzlocation()); MetaScript.postTeleport(); player.GetComponent <InBuilding>().setPlayerInBuilding(true); disableParticleSystems(); }
// Update is called once per frame void Update() { if (controls.keyDown(controls.TownPortal)) { bool inBuilding = false; if (buildingCheck != null) { inBuilding = buildingCheck.getPlayerInBuilding(); } if (MetaScript.getRes().hasResource(costType, resourceCost) && !inBuilding) { MetaScript.getRes().addResource(costType, -resourceCost); MetaScript.preTeleport(); transform.parent.transform.position = MetaScript.getTownCenter().transform.position + new Vector3(0.5f, 0, -0.5f); MetaScript.postTeleport(); MetaScript.Poof(MetaScript.getPlayer().transform.position); } } }
IEnumerator PerformRitual() { GameObject sacrifice = MetaScript.GetSacrificialNPC(); // Disable and heal player setPlayerBusy(true); health = maxHealth; // Sacrifice failed if (sacrifice == null) { // Load other scene Destroy(gameObject); gameEnds(); } else { // Stop npc from moving; sacrifice.GetComponent <UnityEngine.AI.NavMeshAgent>().enabled = false; sacrifice.GetComponent <collect>().enabled = false; sacrifice.GetComponent <Guard>().enabled = false; sacrifice.GetComponent <follow>().enabled = false; // Teleport player; MetaScript.preTeleport(); sacrifice.transform.eulerAngles = new Vector3(45, 0, 90); transform.position = sacrifice.transform.position; sacrifice.transform.position = sacrifice.transform.position + new Vector3(0.25f, 0, 0); // TODO: Delay spawn // Destroy npc yield return(new WaitForSeconds(2.0f)); sacrifice.GetComponent <Health>().death(); MetaScript.postTeleport(); setPlayerBusy(false); } yield return(null); }
public void recieveAction() { // }else{ // player.GetComponent<DynamicGeneration>().enabled = true; // } // if(pos != null) // { print(pos.x + "" + pos.y + "" + pos.z); MetaScript.preTeleport(); player.transform.position = pos; MetaScript.postTeleport(); player.GetComponent<DynamicGeneration>().enabled = true; player.GetComponent<InBuilding>().setPlayerInBuilding(false); //gameObject.GetComponent<ParticleSystem>().emission.enabled = true; //print(xpos + zpos); // } // else // { // Debug.Log("The return building has not been set yet"); // } }