private void OnTriggerEnter2D(Collider2D collision) { if (!(collision.gameObject.tag == "EventTrigger")) { tbc.ChangeText("Press E to interact"); } }
void OpenBook() { openbook.Invoke(); string componentString = LanguageManager.Singleton.components.GetAlienByIndex(id) + " = " + LanguageManager.Singleton.components.GetTypeByIndex(id) + " component"; string socketString = LanguageManager.Singleton.sockets.GetAlienByIndex(id) + " = " + LanguageManager.Singleton.sockets.GetTypeByIndex(id) + " socket"; TextBoxController.ChangeText(componentString + "\n" + socketString, false); bookOpen = true; SendItButton.SetActive(false); }
public RepairSet CreateRepairSetLocal() { int difficulty = DifficultyManager.Singleton.Difficulty; //Instantiate repairset GameObject rsObject = Instantiate(repairSetPrefab, repairSetHolder); RepairSet repairSet = rsObject.GetComponent <RepairSet>(); //Instantiate repairable object GameObject repairable = Instantiate(repairablePrefabs[Random.Range(0, repairablePrefabs.Length)], rsObject.transform); RepairableObject repairableObject = repairable.GetComponent <RepairableObject>(); //Instantiate components int nComponents = componentsPerLevel[difficulty]; SocketComponent[] components = new SocketComponent[nComponents]; GameObject[] prefabSelection = Utils.RandomSelection <GameObject>(componentPrefabs, nComponents); for (int i = 0; i < nComponents; ++i) { GameObject g = Instantiate(prefabSelection[i], rsObject.transform); components[i] = g.GetComponent <SocketComponent>(); //Place components in a circle around the repairable g.transform.localPosition = Quaternion.Euler(0f, 360 * i / nComponents, 0f) * (Vector3.left * componentRadius) + Vector3.up * .3f; } //Instantiate sockets int nSockets = socketsPerLevel[difficulty]; Socket[] sockets = new Socket[nSockets]; prefabSelection = Utils.RandomSelection <GameObject>(socketPrefabs, nSockets); string instructions = ""; for (int i = 0; i < nSockets; ++i) { GameObject g = Instantiate(prefabSelection[i]); sockets[i] = g.GetComponent <Socket>(); sockets[i].CorrectComponent = components[i].componentType; string ComponentString = LanguageManager.Singleton.components.TranslateToAlien(components[i].componentType); string SocketString = LanguageManager.Singleton.sockets.TranslateToAlien(sockets[i].SocketType); instructions += ComponentString + " -> " + SocketString + "\n"; } TextBoxController.ChangeText(instructions); //Attach sockets repairableObject.AddRandomSockets(sockets); //Set references repairSet.SetReferences(repairableObject, sockets, components); return(repairSet); }
public void Interact(GameObject player) { InventoryController inv = player.gameObject.GetComponent <InventoryController>(); if (WorldVariables.doors[doorId]) { SceneManager.LoadScene(goTo); } else if (!WorldVariables.doors[doorId] && inv.HasItem(IdKey)) { inv.RemoveItem(IdKey); WorldVariables.doors[doorId] = true; SceneManager.LoadScene(goTo); } else { tb.ChangeText("Locked door..."); } }
public void Interact(GameObject player) { InventoryController inv = player.gameObject.GetComponent <InventoryController>(); if (unlocked && !opened) { ChangeState(); } else if (!unlocked && inv.HasItem(IdKey)) { inv.RemoveItem(IdKey); unlocked = true; ChangeState(); } else if (opened) { ChangeState(); } else { tb.ChangeText("Locked door. I need a key..."); } }