public void SetCheckpoint(GameObject obj) { currCheckpointScript = GetScript <DeathCheckpointTriggerArea>(obj, false); if (currCheckpointScript != null) { currRespawnPosition = currCheckpointScript.respawnPosition; currRespawnLookDir = currCheckpointScript.mLookingDir; } }
public void OnStart() { sound = gameObject.RequireComponent <CSound>(); redButton = GameObject.GetGameObjectByName("redButton"); greenButton = GameObject.GetGameObjectByName("greenButton"); blueButton = GameObject.GetGameObjectByName("blueButton"); consoleScreen = Common.GetSurveillancePlayerConsoleScreen(); consoleScript = GetScript <OcuConsoleScreen>(consoleScreen); //lights = GameObject.GetGameObjectsWithTag("phase1light"); GameObject doorObj = GameObject.GetGameObjectByName("Terminal1Door"); door1Script = GetScript <DoorMain>(doorObj); doorObj = GameObject.GetGameObjectByName("Terminal2Door"); door2Script = GetScript <DoorMain>(doorObj); GameObject checkpoint = GameObject.GetGameObjectByName("Checkpoint1a"); checkpointScript = GetScript <DeathCheckpointTriggerArea>(checkpoint); chilloutFace = GameObject.GetGameObjectByName("chilloutface 1"); cFace = (chilloutFace.RequireComponent <CMeshRenderer>()); GameObject lightObj = GameObject.GetGameObjectByName("Light1a"); lightAtDoor = lightObj.RequireComponent <CLight>(); lightAtDoor.setEnabled(false); foreach (GameObject obj in GameObject.GetGameObjectsWithTag("phase1light")) { lights.Add(obj.RequireComponent <CLight>()); } sequence.Add(1); sequence.Add(3); sequence.Add(2); if (lights.Count == 0) { } geneticsAccessLeftLightObj = GameObject.GetGameObjectByName("GLD_LeftLight"); geneticsAccessLeftLight = geneticsAccessLeftLightObj.RequireComponent <CLight>(); }
public void SetCheckpoint(GameObject obj) { currCheckpointScript = GetScript<DeathCheckpointTriggerArea>(obj, false); if (currCheckpointScript != null) { currRespawnPosition = currCheckpointScript.respawnPosition; currRespawnLookDir = currCheckpointScript.mLookingDir; } }
public void OnStart() { sound = gameObject.RequireComponent<CSound>(); redButton = GameObject.GetGameObjectByName("redButton"); greenButton = GameObject.GetGameObjectByName("greenButton"); blueButton = GameObject.GetGameObjectByName("blueButton"); consoleScreen = Common.GetSurveillancePlayerConsoleScreen(); consoleScript = GetScript<OcuConsoleScreen>(consoleScreen); //lights = GameObject.GetGameObjectsWithTag("phase1light"); GameObject doorObj = GameObject.GetGameObjectByName("Terminal1Door"); door1Script = GetScript<DoorMain>(doorObj); doorObj = GameObject.GetGameObjectByName("Terminal2Door"); door2Script = GetScript<DoorMain>(doorObj); GameObject checkpoint = GameObject.GetGameObjectByName("Checkpoint1a"); checkpointScript = GetScript<DeathCheckpointTriggerArea>(checkpoint); chilloutFace = GameObject.GetGameObjectByName("chilloutface 1"); cFace = (chilloutFace.RequireComponent<CMeshRenderer>()); GameObject lightObj = GameObject.GetGameObjectByName("Light1a"); lightAtDoor = lightObj.RequireComponent<CLight>(); lightAtDoor.setEnabled(false); foreach (GameObject obj in GameObject.GetGameObjectsWithTag("phase1light")) { lights.Add(obj.RequireComponent<CLight>()); } sequence.Add(1); sequence.Add(3); sequence.Add(2); if(lights.Count == 0) { } geneticsAccessLeftLightObj = GameObject.GetGameObjectByName("GLD_LeftLight"); geneticsAccessLeftLight = geneticsAccessLeftLightObj.RequireComponent<CLight>(); }