// Update is called once per frame void Update() { moveHorizontal = Input.GetAxis("Horizontal"); moveVertical = Input.GetAxis("Vertical"); if (in_door) { if (Input.GetKeyDown(KeyCode.Return)) { GameObject other = GameObject.Find("test_sprite"); other.GetComponent <movement_sprite_side>().enabled = true; other.GetComponent <die>().enabled = true; GameObject side_door = GameObject.Find("side deur"); GameObject side_door1 = GameObject.Find("side deur (1)"); if (deurnr == 0) { other.transform.position = side_door.transform.position; } if (deurnr == 1) { other.transform.position = side_door1.transform.position; } GameObject Camera = GameObject.Find("Main Camera"); camer_changer camerachanger = Camera.GetComponent <camer_changer>(); camerachanger.topdown_view = false; GameObject my = GameObject.Find("up_test_sprite"); // hier wordt dit script gestopt allles wat belanrijk is moet hiervoor gebeuren my.GetComponent <movement_sprite_up>().enabled = false; } } }
void Update() { if (IsGrounded() && Input.GetKeyDown("space")) { jumpmove = new Vector2(0f, big_jump); rb2d.AddForce(jumpmove); } moveHorizontal = Input.GetAxis("Horizontal"); if (moveHorizontal < 0) { mySpriteRenderer.flipX = true; } if (moveHorizontal > 0) { mySpriteRenderer.flipX = false; } if (in_door) { if (mybutton.GetComponent <button>().pressed == true) { if (Input.GetKeyDown(KeyCode.Return)) { GameObject other = GameObject.Find("up_test_sprite"); other.GetComponent <movement_sprite_up>().enabled = true; GameObject up_door = GameObject.Find("up deur"); GameObject up_door1 = GameObject.Find("up deur (1)"); if (deurnr == 0) { other.transform.position = up_door.transform.position; } if (deurnr == 1) { other.transform.position = up_door1.transform.position; } GameObject Camera = GameObject.Find("Main Camera"); camer_changer camerachanger = Camera.GetComponent <camer_changer>(); camerachanger.topdown_view = true; GameObject my = GameObject.Find("test_sprite"); my.GetComponent <die>().enabled = false; // hier wordt dit script gestopt allles wat belanrijk is moet hiervoor gebeuren my.GetComponent <movement_sprite_side>().enabled = false; } } } if (hit_ghost) { GameObject my = GameObject.Find("test_sprite"); if (holding_item && Input.GetKeyDown(KeyCode.Return)) { if (my.GetComponent <attack_side_script>().fire_abilety == true) { kill = true; } } } if (hit_archer) { GameObject my = GameObject.Find("test_sprite"); if (holding_item && Input.GetKeyDown(KeyCode.Return)) { if (my.GetComponent <attack_side_script>().fire_abilety == false) { kill = true; } } } if (kill) { enemy.SetActive(false); kill = false; } }