public void CallEvent(typeOfObject objectType) { typeOfObject[] currentRoomSequence = GetCurrentRoomSequence(); _lastClickedObject = objectType; // Debug.Log("Object : " + _lastClickedObject + " Room : " + currentRoom + " Sequence Index :" + _currentSequenceIndex); if (_lastClickedObject == currentRoomSequence[_currentSequenceIndex]) { //We made it to the end of the sequence, so move to the next room if (_currentSequenceIndex + 1 >= currentRoomSequence.Length) { //We are moving the player toward room 1 A.K.A. freedom FreezePlayerActions(); NewTextManager.Instance.CallTextBox(typeOfDialog.Room, _currentSequenceIndex, true, Color.white); RoomChange(true); } else { //Debug.Log("Success" + " " + currentSequenceIndex); FreezePlayerActions(); NewTextManager.Instance.CallTextBox(typeOfDialog.Room, _currentSequenceIndex); _currentSequenceIndex++; } } else { _numberOfPlayerFailures++; if (_lastClickedObject == typeOfObject.Pills) { _numberOfPills++; } if (_numberOfPills > 3) { GameOver(); } //Fail the player //Screen shake mainCamera.GetComponent <NewScreenShake>().SetShake(); FreezePlayerActions(); NewTextManager.Instance.CallTextBox(typeOfDialog.Failure, _currentSequenceIndex); if (_numberOfPlayerFailures > maxPNumberOfPlayerFailures) { //TODO: Add the screen transitions FreezePlayerActions(); NewTextManager.Instance.CallTextBox(typeOfDialog.GoBack, _currentSequenceIndex, true, Color.black); RoomChange(false); } } }
public PrintJobNavigationNodeTag(typeOfObject objectType, int modelIndex, long objectIndex) { this.ObjectType = objectType; this.ModelIndex = modelIndex; this.ObjectIndex = objectIndex; }
//Returns the right Sprite to render by the clickable object by typeOfObject public Sprite GetObjectSprite(typeOfObject objectType) { return(_objectSprite[objectType]); }
void Start() { _obj = new typeOfObject(); }