void CreateInstance() { if (instance == null) { instance = this; } }
// Update is called once per frame void Update() { if (isActive == false && (Button1.GetComponent <Object_Button_Trigger>().activated == true || Button2.GetComponent <Object_Button_Trigger>().activated == true)) { scrambleZone.SetActive(false); Timer = 8; isActive = true; Door1.GetComponent <Object_Door>().DoorSwitch(); Door2.GetComponent <Object_Door>().DoorSwitch(); bopity = true; } if (isActive) { Timer -= Time.deltaTime; if (Timer <= 2 && bopity == true) { BipBop.Play(); bopity = false; } if (Timer <= 0) { scrambleZone.SetActive(true); isActive = false; Door1.GetComponent <Object_Door>().DoorSwitch(); Door2.GetComponent <Object_Door>().DoorSwitch(); } } }
private void checkState() { if (fuses == 1) { sr.sprite = f1; } if (fuses == 2) { sr.sprite = f2; } if (fuses == 3) { sr.sprite = f3; if (Lift) { oc.Open(); } if (Door1) { oc1.Open(); oc2.Open(); Door1.SendMessage("Open"); Door2.SendMessage("Open"); } } }
void OnTriggerEnter(Collider collision) { if (collision.tag == "Player") { if (SwitchName == "Switch1") { Door1.SetActive(false); GetComponent <Renderer> ().material = switchON; switches.Enqueue(1); Open.Play(); } if (SwitchName == "Switch2") { Door2.SetActive(false); GetComponent <Renderer> ().material = switchON; switches.Enqueue(2); Open.Play(); } if (SwitchName == "Switch3") { Door3.SetActive(false); GetComponent <Renderer> ().material = switchON; switches.Enqueue(3); Open.Play(); } } }
IEnumerator OpenDoors() { yield return(new WaitForSeconds(TimeToPlayTraps)); Door1.OpenDoor(); Door2.OpenDoor(); }
public void OpenDoors() { if (!Door1.switchOpen) { Door1.DoorSwitch(); } if (!Door2.switchOpen) { Door2.DoorSwitch(); } }
void CloseDoors() { if (Door1.switchOpen) { Door1.DoorSwitch(); } if (Door2.switchOpen) { Door2.DoorSwitch(); } }
void Start() { sr = gameObject.GetComponent <SpriteRenderer>(); if (Lift) { oc = Lift.GetComponent <open_close>(); } if (Door1) { oc1 = Door1.GetComponent <open_close>(); oc2 = Door2.GetComponent <open_close>(); } }
private void Awake() { instance = this; playerController3 = FindObjectOfType <PlayerController3>(); //Find movement script playerGameObject = GameObject.Find("Player"); //Find player GameObject playerRb = playerGameObject.GetComponent <Rigidbody>(); //Find player Rigidbody playerInteraction = FindObjectOfType <PlayerInteraction>(); interactiveElement = FindObjectOfType <InteractiveElement>(); fireOnBrazier = FindObjectOfType <FireOnBrazier>(); health = FindObjectOfType <Health>(); audioManager = FindObjectOfType <AudioManager>(); door2 = FindObjectOfType <Door2>(); damage = FindObjectOfType <Damage>(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player") && !activated) { activated = true; controller.TurnOnTrap(TimeToPlayTraps); if (Door1 != null) { Door1.CloseDoor(); Door2.CloseDoor(); StartCoroutine(OpenDoors()); } else if (Door3 != null) { Door3.CloseDoor(); Door4.CloseDoor(); StartCoroutine(OpenLateralDoors()); } } }
private void Awake() { instance = this; playerController4 = FindObjectOfType <PlayerController4>(); //Find movement script playerRb = playerGameObject.GetComponent <Rigidbody>(); //Find player Rigidbody playerInteraction = FindObjectOfType <PlayerInteraction>(); interactiveElement = FindObjectOfType <InteractiveElement>(); fireOnBrazier = FindObjectOfType <FireOnBrazier>(); health = FindObjectOfType <Health>(); audioManager = FindObjectOfType <AudioManager>(); door2 = FindObjectOfType <Door2>(); damage = FindObjectOfType <Damage>(); if (YouAreInThePresent) { AudioManager.instance.PresentSnapshot(); } else { AudioManager.instance.PastSnapshot(); } }
/// <summary> /// Konstrukcja stanu dostarczonych drzwi. /// </summary> /// <param name="door">drzwi wymagaj¹ce modelu stanu</param> public DoorClosing(Door2 door) : base(door) { }
/// <summary> /// Construct a state for the provided door. /// </summary> /// <param name="door">a door that needs a state model </param> public DoorOpening(Door2 door) : base(door) { }
/// <summary> /// Konstrukcja stanu dostarczonych drzwi. /// </summary> /// <param name="door">drzwi wymagaj¹ce modelu stanu</param> public DoorStayOpen(Door2 door) : base(door) { }
// Update is called once per frame void Update() { if (!isDisabled) { if (Out1.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0) { if (!FloorUp) { CloseDoors(); Timer = MovingTime; insideElev = false; Ignoreinputs = true; soundPlayed = false; } else { Door1.DoorSwitch(); } } if (Out2.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0) { if (FloorUp) { CloseDoors(); Timer = MovingTime; insideElev = false; Ignoreinputs = true; soundPlayed = false; } else { Door2.DoorSwitch(); } } if ((Switch1.GetComponent <Object_Button_Trigger>().activated == true || Switch2.GetComponent <Object_Button_Trigger>().activated == true) && !Ignoreinputs && Timer <= 0) { //SwitchFloor(Floor1.transform, Floor2.transform); CloseDoors(); Door1.isDisabled = true; Door2.isDisabled = true; Timer = MovingTime; insideElev = true; Ignoreinputs = true; soundPlayed = false; } } Timer -= Time.deltaTime; if (Timer <= (MovingTime - 2) && !soundPlayed) { GameController.instance.GlobalSFX.PlayOneShot(elev); soundPlayed = true; } if (Timer <= 3 && Ignoreinputs) { Door1.isDisabled = false; Door2.isDisabled = false; FloorUp = !FloorUp; State = !State; GameController.instance.SetObjectState(State, id); if (insideElev) { if (FloorUp) { StartCoroutine(SwitchFloor(Floor2, Floor1)); } else { StartCoroutine(SwitchFloor(Floor1, Floor2)); } } if (FloorUp) { Door1.DoorSwitch(); GameController.instance.holdRoom = false; } else { Door2.DoorSwitch(); GameController.instance.holdRoom = true; } GameController.instance.GlobalSFX.PlayOneShot(ding); Ignoreinputs = false; } }
/// <summary> /// Konstrukcja stanu dostarczonych drzwi. /// </summary> /// <param name="door">drzwi wymagaj¹ce modelu stanu</param> public DoorClosed(Door2 door) : base(door) { }
/// <summary> /// làm mới Token, đây là phiên bản cũ /// </summary> /// <returns></returns> private string RenewToken1() { // nếu danh sách trước đang lấy Token thì danh sách mới sẽ phải chờ ở đây Door1.WaitOne(); Door1.Release(); // đăng ký vào danh sách nhận token registernumber++; // chạy qua cửa 2 để vào bấm nút Door2.WaitOne(); string dublicate; // nếu token đã có sẵn thì lấy token đó rồi đi ra if (insidetokenvalue != null) { dublicate = insidetokenvalue; registernumber--; if (registernumber == 0) // tất cả các thread đăng ký đã lấy xong token { // xóa giá trị token đã lưu insidetokenvalue = null; // mở cửa 1 cho đợt thread mới vào Door1.Release(); } Door2.Release(); System.Diagnostics.Debug.WriteLine("got token : " + dublicate.ToString()); return(dublicate); } try { Token = GetAccessToken(_Secret, _PackageSID).AccessToken; insidetokenvalue = Token; // đã lấy được token, băt đầu đóng cổng ngoài để các register vào lấy token ra Door1.WaitOne(); Console.WriteLine("Clicked button"); System.Diagnostics.Debug.WriteLine("Clicked button"); } catch (WebException ex) { if (ex.Status == WebExceptionStatus.ProtocolError) { throw new UnauthorizedAccessException(); } else { throw new WebException(); } } registernumber--; dublicate = Token; if (registernumber == 0) // tất cả các thread đăng ký đã lấy xong token { // xóa giá trị token đã lưu insidetokenvalue = null; // mở cửa 1 cho đợt thread mới vào Door1.Release(); } // mở cổng trong cho các thread khác vào lấy Door2.Release(); return(dublicate); }