/*Load all the data */ public void StartDialogue(Dialogue dialogue) { animator.SetBool("IsOpen", true); sentences.Clear(); names.Clear(); sprites.Clear(); foreach (string sentence in dialogue.sentences) { sentences.Enqueue(sentence); } foreach (string sentence in dialogue.names) { names.Enqueue(sentence); } foreach (Sprite sentence in dialogue.sprites) { sprites.Enqueue(sentence); } p1.Stop_Moving(); p2.Stop_Moving(); DisplayNextSentence(); }
/* When the 2 players are colliding the door, the door opens and the players start autoruning */ private void OnTriggerEnter2D(Collider2D collision) { if (!auto_run_1time) { if (collision.tag == "player") { NumPlayer_inside++; } if (NumPlayer_inside == 2) { mov_p1 = (autorun_position - (Vector2)playerone.transform.position).normalized; mov_p2 = (autorun_position - (Vector2)playertwo.transform.position).normalized; StartCoroutine("Delay_Door"); playerone.Stop_Moving(); for (int i = 0; i < playersList.players_Movement.Count; i++) { playersList.players_Movement[i].Stop_Moving(); } GetComponent <SpriteRenderer>().sprite = door_opened; autoruning = true; AnalyticsEvent.Custom("Room Reached", new Dictionary <string, object> { { "Scene", SceneManager.GetActiveScene().name }, { "Room", transform.parent.name } }); AkSoundEngine.PostEvent("play_dooropen", Camera.main.gameObject); animator.SetBool("open", true); auto_run_1time = true; } } }
public void Stop_Players() { playerone.Stop_Moving(); playertwo.Stop_Moving(); }