Esempio n. 1
0
        public void BoxCollToggleOn()
        {
            if (FullDoor)
            {
                registerTile.UpdateTileType(TileType.Door);
            }
            else
            {
                registerTile.UpdateTileType(TileType.SlidingDoor);
                var rmt = GetComponent <RestrictiveMoveTile>();
                if (rmt != null)
                {
                    var anim = (WinDoorAnimator)GetComponent <DoorAnimator>();
                    if (anim != null)
                    {
                        switch ((int)anim.direction)
                        {
                        case 0: rmt.setSouth(true); break;

                        case 1: rmt.setNorth(true); break;

                        case 2: rmt.setEast(true);  break;

                        case 3: rmt.setWest(true);  break;
                        }
                    }
                }
            }
            gameObject.layer = closedLayer;
            spriteRenderer.sortingLayerID = closedSortingLayer;
        }
Esempio n. 2
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 void Close()
 {
     if (registerTile == null)
     {
         registerTile = gameObject.GetComponent <RegisterTile>();
     }
     registerTile.UpdateTileType(TileType.Object);
     SoundManager.PlayAtPosition("OpenClose", transform.position);
     spriteRenderer.sprite = doorClosed;
     if (lockLight != null)
     {
         lockLight.Show();
     }
 }
Esempio n. 3
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    void Start()
    {
        animator     = gameObject.GetComponent <Animator>();
        registerTile = gameObject.GetComponent <RegisterTile>();

        registerTile.UpdateTileType(TileType.None);
    }
Esempio n. 4
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 public override void Trigger(bool state)
 {
     //open
     if (!state)
     {
         IsClosed = state;
         registerTile.UpdateTileType(TileType.None);
         SetLayer(LayerMask.NameToLayer("Door Open"));
         animator.SetBool("close", false);
     }
     //close
     else
     {
         IsClosed = state;
         registerTile.UpdateTileType(TileType.Door);
         SetLayer(LayerMask.NameToLayer("Door Closed"));
         animator.SetBool("close", true);
     }
 }
Esempio n. 5
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        private void disableInteraction()
        {
            for (var i = 0; i < colliders.Length; i++)
            {
                colliders[i].enabled = false;
            }

            objectActions.BreakPull();
            registerTile.UpdateTileType(TileType.None);
            objectActions.allowedToMove = false;
            objectActions.isPushable    = false;
        }
Esempio n. 6
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    private void SetState(bool state)
    {
        IsClosed = state;
        registerTile.UpdateTileType(state ? TileType.Door : TileType.None);
        if (state)
        {
            SetLayer(closedLayer, closedSortingLayer);
            if (isServer)
            {
                DamageOnClose();
            }
        }
        else
        {
            SetLayer(openLayer, openSortingLayer);
        }

        animator.SetBool("close", state);
    }
Esempio n. 7
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 public void Open()
 {
     IsClosed = false;
     registerTile.UpdateTileType(TileType.None);
     animator.SetBool("close", false);
 }
Esempio n. 8
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 public void BoxCollToggleOn()
 {
     registerTile.UpdateTileType(TileType.Door);
     gameObject.layer = closedLayer;
     GetComponentInChildren <SpriteRenderer>().sortingLayerID = closedSortingLayer;
 }
Esempio n. 9
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 public void BoxCollToggleOn()
 {
     registerTile.UpdateTileType(TileType.Door);
     boxColl.enabled = true;
 }
Esempio n. 10
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 public void BoxCollToggleOn()
 {
     registerTile.UpdateTileType(TileType.Door);
     gameObject.layer = LayerMask.NameToLayer("Door Closed");
 }