コード例 #1
0
    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));
        }
    }
コード例 #2
0
    public void FloorSwitch2Down()
    {
        if (IsDone || isWallsMoving)
        {
            return;
        }

        isWallsMoving = true;

        game.ChangeStateCutScene();
        Script_PuzzlesEventsManager.ClearDoorways();

        StartCoroutine(WaitToPuzzleTransformTimeline(2));
    }
コード例 #3
0
    // ------------------------------------------------------------------
    // 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));
    }