public void FloorSwitch2Up(bool isInitialize = false) { // Avoid calling this On Disable for ReliableStayTriggers. if (!gameObject.activeInHierarchy) { return; } if (IsDone || isWallsMoving) { return; } isWallsMoving = true; if (!isInitialize) { game.ChangeStateCutScene(); } Script_PuzzlesEventsManager.ClearDoorways(); if (isInitialize) { FastForwardTransform(3); } else { StartCoroutine(WaitToPuzzleTransformTimeline(3)); } }
public void FloorSwitch2Down() { if (IsDone || isWallsMoving) { return; } isWallsMoving = true; game.ChangeStateCutScene(); Script_PuzzlesEventsManager.ClearDoorways(); StartCoroutine(WaitToPuzzleTransformTimeline(2)); }
// ------------------------------------------------------------------ // Trigger Unity Events public void FloorSwitchDown() { // If puzzle is done, the Labyrinth should be gone. if (IsDone || isWallsMoving) { return; } isWallsMoving = true; game.ChangeStateCutScene(); // Send event to clear doorways in case a Player/Puppet is blocking a door. Script_PuzzlesEventsManager.ClearDoorways(); StartCoroutine(WaitToPuzzleTransformTimeline(0)); }