// Make light look like its faulty void Update() { if (!spawnRoomDoor.IsDoorOpen()) { if (timePassed == 0f) { faultStart = Random.Range(3f, 9f); faultLength = Random.Range(0.5f, 4f); timePassed = Time.timeSinceLevelLoad; } // Fault effect begins after 3-9 sec if (Time.timeSinceLevelLoad - timePassed > faultStart) { FaultyEffect(); } // Fault effect done after 0.5-4 sec if ((Time.timeSinceLevelLoad - timePassed > faultStart + faultLength)) { NormalEffect(); } } else if (lampSound.isPlaying) { lampSound.Stop(); } }
void OnTriggerStay(Collider collider) { if (collider.tag == "Player" && (!door.HasTriedToOpen() || electroPanel.IsPowerDown()) && !door.IsDoorOpen() && !electroPanel.IsPlayingAudio() && !door.IsActive()) { isColliding = true; playerMessage.text = "F - Open Door"; } else if ((door.HasTriedToOpen() && !electroPanel.IsPowerDown()) || door.IsDoorOpen() || electroPanel.IsPlayingAudio() || door.IsActive()) { playerMessage.text = ""; } }