void LiftActivation() { // Increment the timer by the amount of time since the last frame. timer += Time.deltaTime; // If the timer is greater than the amount of time before the lift should start... if (timer >= timeToLiftStart) { // ... stop the player and the camera moving and parent the player to the lift. playerAnim.SetFloat(hash.speedFloat, 0f); camMovement.enabled = false; player.transform.parent = transform; // Move the lift upwards. transform.Translate(Vector3.up * liftSpeed * Time.deltaTime); // If the audio clip isn't playing... if (!GetComponent <AudioSource>().isPlaying) { // ... play the clip. GetComponent <AudioSource>().Play(); } // If the timer is greater than the amount of time before the level should end... if (timer >= timeToEndLevel) { // ... call the EndScene function. sceneFadeInOut.EndScene(); } } }
void LevelReset() { timer += Time.deltaTime; if (timer >= resetAfterDeathtTime) { screenFadeInOut.EndScene(); } }