void SpawnPlayer(Global.Rooms TargetRoom) { if (TargetRoom == Room) { Invoke("SpawnPlayer", 1.0f); } }
bool RoomWithWalkingSFX(Global.Rooms roomToCheck) { return(roomToCheck == Global.Rooms.BedroomLeft || roomToCheck == Global.Rooms.BedroomRight || roomToCheck == Global.Rooms.HallwayLeft || roomToCheck == Global.Rooms.HallwayRight); }
void HandleRoomChange(Global.Rooms NewRoom) { ProximityAudioController.Controllers[DAD_CRYING_KEY].ToggleAudio(NewRoom == Global.Rooms.HallwayLeft || NewRoom == Global.Rooms.HallwayRight); WalkingSFX.mute = !(RoomWithWalkingSFX(NewRoom)); currentRoom = NewRoom; }
IEnumerator TimedAnimationTransition(Global.Rooms TargetRoom) { yield return(new WaitForSeconds(0.9f)); Vector2 colliderOffset = myCollider.offset; if (TargetRoom == Global.Rooms.OutsideLeft || TargetRoom == Global.Rooms.OutsideRight) { animator.SetTrigger(MOTHER_TRIGGER); transform.Translate(Vector2.up); colliderOffset.y = -1.15f; } else if (TargetRoom == Global.Rooms.HallwayRight || TargetRoom == Global.Rooms.CreditsLeft) { animator.SetTrigger(REMOVE_MOTHER_TRIGGER); transform.Translate(Vector2.down); colliderOffset.y = -0.75f; } myCollider.offset = colliderOffset; }
void TransitionOutOfRoom(Global.Rooms roomToLoad) { TransitionOutOfScene(); }
void HandleOnTeleportToRoom(Global.Rooms TargetRoom) { StartCoroutine(TimedAnimationTransition(TargetRoom)); }