void show_me() { if (USER.s.FIRST_WALL_CREATED == 0) { USER.s.FIRST_WALL_CREATED = 1; PlayerPrefs.SetInt("first_wall_created", 1); } // if (globals.s.PW_SIGHT_BEYOND_SIGHT) // my_vision_effect.SetActive (false); //Debug.Log("\n NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN SCALE ME UP! DIST: " + Mathf.Abs(transform.position.x - globals.s.BALL_X) ); //transform.GetComponent<SpriteRenderer>().color = new Color32(0, 0, 0, 0); already_appeared = true; my_skin.transform.DOScaleY(1f, 0.2f); sound_controller.s.PlaySfxTrapHiddenWallAppear(); if (spike_trigger) { // spike[] spks = FindObjectsOfType(typeof(spike)) as spike[]; spike[] spks = objects_pool_controller.s.spikes_scripts.ToArray(); for (int i = 0; i < spks.Length; i++) { spks[i].show_me_by_floor(my_floor); } } if (wall_trigger) { my_twin_wall.trigger_back = true; wall_trigger = false; my_twin_wall.GetComponent <BoxCollider2D>().enabled = true; } else if (trigger_back) { my_twin_wall.unshow_me(); } /* * gameObject spk = FindObjectOfType<spike>.GetComponent("spike"); * // Initialize Globals singleton * globals[] single2 = FindObjectsOfType(typeof(globals)) as globals[]; * if (single2.Length == 0) * { * GameObject obj = (GameObject)Instantiate(single, new Vector3(0, 0, 0), transform.rotation); * globals final = obj.GetComponent<globals>(); * }*/ }
bool B_DoubleWall(int n) { wave_name = "shard_double_wall"; bool there_is_manual = false; CreateNormalFloor("doubleWall_veryHard", n); float rand_x = Random.Range(-center_mid_area, center_mid_area); //spike, located at middle int rand = Random.Range(1, 100); if (rand < 40) { game_controller.s.create_spike(rand_x, actual_y, n); } else if (rand < 65) { game_controller.s.create_hidden_spike(rand_x, actual_y, n); } else { game_controller.s.create_hidden_spike(rand_x, actual_y, n, true); there_is_manual = true; } //second spike, manually triggered located at the opposite corner of the wall float rand_x2 = Random.Range(corner_right - 1.3f, corner_right); // WALL TWEEN LOGIC wall w1 = game_controller.s.create_wall_corner(n, there_is_manual); wall w2 = game_controller.s.create_wall_corner(n, false); w1.my_twin_wall = w2; w2.my_twin_wall = w1; w1.wall_trigger = true; w2.wall_triggered_by_wall = true; w2.GetComponent <BoxCollider2D>().enabled = false; last_spike_right = false; last_spike_left = false; last_wall = true; last_hole = false; return(true); }