private void ResetResetButton() { resetButton.SetIsActivated(false); }
void Update() { bool canSkipStep = currentStep < GameManager.puzzleStep[2]; if (canSkipStep) { switch (currentStep) { case 0: plate.setIsActivated(true); gates[0].Complete(); currentStep++; break; case 1: currentStep++; break; case 2: target.SetIsActivated(true); gates[1].Complete(); foreach (LoopingObject lo in stones) { lo.trigger = true; } currentStep++; Destroy(this); break; default: break; } } else { switch (currentStep) { case 0: //Shooting target if (target.GetIsActivated()) { gates[0].trigger = true; currentStep++; } break; case 1: //Pressure plate if (plate.GetIsActivated()) { cam.Activate(); currentStep++; } break; case 2: //End of puzzle if (cam.locationReached) { gates[1].trigger = true; foreach (LoopingObject lo in stones) { lo.trigger = true; } Destroy(this); } break; default: break; } if (GameManager.puzzleStep[2] != currentStep) { GameManager.puzzleStep[2] = currentStep; } } }
void Update() { bool canSkipStep = currentStep < GameManager.puzzleStep[0]; if (canSkipStep) { switch (currentStep) { case 0: gate.Complete(); pressurePlates[0].setIsActivated(true); pressurePlates[1].setIsActivated(true); currentStep++; break; case 1: rock.Complete(); shootingTarget.SetIsActivated(true); currentStep++; break; case 2: Destroy(part); currentStep++; break; case 3: fallingRock.Complete(); currentStep++; break; case 4: Destroy(this); break; default: break; } } else { switch (currentStep) { case 0: if (AllPlatesActivated()) { gate.trigger = true; currentStep++; } break; case 1: if (shootingTarget.GetIsActivated()) { rock.trigger = true; currentStep++; } break; case 2: if (part.GetComponent <PickUpPart>().pickedUp) { Destroy(part); currentStep++; cutsceneCam.Activate(); fallingRock.trigger = true; } break; case 3: if (checkpoint) { checkpoint.Activate(); } Destroy(this); break; default: break; } if (GameManager.puzzleStep[0] != currentStep) { GameManager.puzzleStep[0] = currentStep; } } }