private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag.Equals("Dialogue")) { counter += 1; if (counter == 1) { ConversationManager.Instance.StartConversation(Conversation_1); GameObject.Find("Dialogue Trigger").SetActive(false); } else if (counter == 2) { ConversationManager.Instance.StartConversation(Conversation_2); GameObject.Find("Dialogue Trigger (1)").SetActive(false); } else if (counter == 3) { ConversationManager.Instance.StartConversation(Conversation_3); GameObject.Find("Dialogue Trigger (2)").SetActive(false); } } if (collision.tag.Equals("Compass")) { nav.GetComponent <SpriteRenderer>().enabled = true; GameObject.Find("compass").SetActive(false); } if (collision.tag.Equals("End")) { ConversationManager.Instance.StartConversation(Conversation_4); GameObject.Find("Dialogue Trigger End").SetActive(false); } if (collision.tag.Equals("Block")) { tmm.UpdateDoor(MazeDoorEnum.Door1, MazeDoorState.Close); tmm.UpdateDoor(MazeDoorEnum.Door2, MazeDoorState.Close); } if (collision.tag.Equals("Open")) { tmm.UpdateDoor(MazeDoorEnum.Door0, MazeDoorState.Close); tmm.UpdateDoor(MazeDoorEnum.Door1, MazeDoorState.Open); tmm.UpdateDoor(MazeDoorEnum.Door2, MazeDoorState.Open); } }
/// <summary> /// Update the maze /// </summary> private void UpdateMaze() { List <MazeDoorEnum> selectedMazeDoors = new List <MazeDoorEnum>(); //Select some available maze doors bool add = Random.value < difficulty; foreach (MazeDoorEnum mazeDoor in availableMazeDoors) { if (add == true) { selectedMazeDoors.Add(mazeDoor); } add = Random.value < difficulty; } //Update each selected maze door foreach (MazeDoorEnum mazeDoor in selectedMazeDoors) { tileMapManager.UpdateDoor(mazeDoor, MazeDoorState.Auto); } }