void CheckHP() { P1.SetActive(true); P2.SetActive(true); P3.SetActive(true); P4.SetActive(true); if (CurrHP <= 3) { P4.SetActive(false); } if (CurrHP <= 2) { P3.SetActive(false); } if (CurrHP <= 1) { P2.SetActive(false); } if (CurrHP <= 0) { P1.SetActive(false); } }
public void activation() { QnsCall(); ReadEntries(); LogGameItems(); //Player two's turn if (x1 == false) { O1.GetComponent <CanvasGroup> ().blocksRaycasts = true; O1.SetActive(false); O2.GetComponent <CanvasGroup> ().blocksRaycasts = true; O2.SetActive(false); O3.GetComponent <CanvasGroup> ().blocksRaycasts = true; O3.SetActive(false); O4.GetComponent <CanvasGroup> ().blocksRaycasts = true; O4.SetActive(false); T1.SetActive(false); HideOptBox1(); P1.SetActive(true); P2.SetActive(true); P3.SetActive(true); P4.SetActive(true); T2.SetActive(true); ShowOptBox2(); tr2.resetClock2(); optionTxt2(); x1 = true; } //Player one's turn else { P1.GetComponent <CanvasGroup> ().blocksRaycasts = true; P1.SetActive(false); P2.GetComponent <CanvasGroup> ().blocksRaycasts = true; P2.SetActive(false); P3.GetComponent <CanvasGroup> ().blocksRaycasts = true; P3.SetActive(false); P4.GetComponent <CanvasGroup> ().blocksRaycasts = true; P4.SetActive(false); T2.SetActive(false); HideOptBox2(); O1.SetActive(true); O2.SetActive(true); O3.SetActive(true); O4.SetActive(true); T1.SetActive(true); ShowOptBox1(); tr1.resetClock1(); optionTxt1(); x1 = false; } }
void OnCollisionStay(Collision collisionInfo) { if (collisionInfo.gameObject.tag == "Player") { //turns on correct path. didn't know a better way to go about this P1.SetActive(true); P2.SetActive(true); P3.SetActive(true); P4.SetActive(true); P5.SetActive(true); P6.SetActive(true); P7.SetActive(true); } }
void OnCollisionStay(Collision collisionInfo) { if (collisionInfo.gameObject.tag == "Player") { //instructions for interact fireText.gameObject.SetActive(true); //turns off if (Input.GetKey(KeyCode.E)) { this.gameObject.SetActive(false); fireText.gameObject.SetActive(false); //gross but can't think of a better way right now //activates lit up platforms P1.SetActive(true); P2.SetActive(true); P3.SetActive(true); P4.SetActive(true); P5.SetActive(true); P6.SetActive(true); } } }