// Update is called once per frame void Update() { if (partyIsInFightMode == false) { currentCorridorId = dungeonsGenerator.getIdOfCorridor(); checkIfThereShouldBeAFight(currentCorridorId); } }
public void doorTransition() { if (!shouldButtonsBeLocked) { currentCorridorId = dungeonGenerator.getIdOfCorridor(); currentCorridor = dungeonManager.getLevelsArray().Find(x => x.getIdOfLevel() == currentCorridorId); //Here we're calling popup to allow user to pick next corridor //For that we're going to send our current corridor id if (focusedHeroPosition >= 0 && focusedHeroPosition <= 7) { if (currentCorridorId == 0) { GameSave.Instance.SceneIndex = GameGlobals.SceneIndex.CityScene; GameSave.Instance.Update(); SceneManager.LoadScene((int)GameSave.Instance.SceneIndex); } else { Debug.Log("ButtonForUsage || doorTransition || Registered use on entrance door!"); chooseCorridor.showCorridorDecissionPopup(previousCorridorId); shouldButtonsBeLocked = true; typeOfLoadingLevel = 1; } } else if (focusedHeroPosition >= ((currentCorridor.getNumberOfChunks() - 1) * 7) && focusedHeroPosition <= ((currentCorridor.getNumberOfChunks()) * 7)) { Debug.Log("ButtonForUsage || doorTransition || Registered use on exit doors!"); chooseCorridor.showCorridorDecissionPopup(currentCorridorId); shouldButtonsBeLocked = true; typeOfLoadingLevel = 0; } Debug.Log("ButtonForUsage || doorTransition || (" + focusedHeroPosition + " >= " + ((currentCorridor.getNumberOfChunks() - 1) * 7) + " && " + focusedHeroPosition + " <= " + (currentCorridor.getNumberOfChunks() * 7) + ")"); Debug.Log("ButtonForUsage || doorTransition || CurrentCorridorNumber is: " + currentCorridorId); } else { Debug.Log("ButtonForUsage || doorTransition || Buttons are locked!"); } }