void HideCG(string Parent) { GameObject MakeVisible = GameObject.Find(Parent); MakeVisible.GetComponent <Visibility>().visible = false; GameObject cm = GameObject.Find("Canvas_Manager"); CGC = cm.GetComponent <CG_Controller>(); CGC.HideCG(CGC.Puzzle_Tree_1); Invoke("_HideAlert", 5); }
void Update() { if (Entered == true) { if (Input.GetMouseButtonDown(0)) { Vector2 wp = Camera.main.ScreenToWorldPoint(Input.mousePosition); Collider2D coll = Collider.GetComponent <Collider2D>(); if (coll.OverlapPoint(wp) && !EventSystem.current.IsPointerOverGameObject()) { audi_source.PlayOneShot(click_sound); GameObject cm = GameObject.Find("Canvas_Manager"); CGC = cm.GetComponent <CG_Controller>(); switch (this.gameObject.name) { case "Interactable_Guide": EnableDialog(coll); break; case "Interactable_Stack": ////StartCoroutine(ExecuteAfterTime(4, "Puzzle_Stacks_1", CGC.Puzzle_Stacks_1)); ////EnableDialog(coll); break; case "Interactable_Shop": if (PC.Store_Progress < 1) { StartCoroutine(ExecuteAfterTime(4, "Visibility", CGC.Puzzle_Store_1)); EnableDialog(coll); } if (PC.Store_Progress == 1) { StartCoroutine(ExecuteAfterTime(4, "Puzzle_Store_2", CGC.Puzzle_Store_2)); EnableDialog(coll); } if (PC.Store_Progress == 2 && PC.GotLogs == 0) { PC.CanGetLogs = true; EnableDialog(coll); } if (PC.Store_Progress == 2 && PC.GotLogs == 1) { PC.CanGetLogs = true; EnableDialog(coll); } if (PC.Store_Progress == 2 && PC.GotLogs == 2) { EnableDialog(coll); } break; case "Interactable_Tree": // if (PC.Store_Progress == 2 && PC.GotLogs == 2) { StartCoroutine(ExecuteAfterTime(4, "Puzzle_Tree_1", CGC.Puzzle_Tree_1)); EnableDialog(coll); } break; case "Interactable_Logs": if (PC.Logs_Progress < 1 && PC.Store_Progress == 2 && PC.CanGetLogs == true) { StartCoroutine(ExecuteAfterTime(2, "Puzzle_Logs_1", CGC.Puzzle_Logs_1)); EnableDialog(coll); } if (PC.Logs_Progress == 1 && PC.Store_Progress == 2 && PC.CanGetLogs == true) { StartCoroutine(ExecuteAfterTime(2, "Puzzle_Logs_2", CGC.Puzzle_Logs_2)); EnableDialog(coll); } break; case "Interactable_Guard": if (Player.GetComponent <Player_Movement>().score >= 12) { SceneManager.LoadScene("End", LoadSceneMode.Single); } EnableDialog(coll); break; } } } } }