/* * public void Load(){ * GameObject dungeonObj = GameObject.FindGameObjectWithTag("Dungeon"); * DungeonGeneration dungeonScript = dungeonObj.GetComponent<DungeonGeneration>(); * if (dungeonScript.AllRoomsComplete() == true) { * GameObject finalLoad = GameObject.Instantiate(Resoures.Load(this.PrefabName())) as GameObject; * } * } */ void Pause() { Debug.Log("Pausing game..."); checkScreen.SetActive(true); health.SetActive(false); inventory.SetActive(false); player.GetComponent <Player>().enabled = false; Time.timeScale = 0f; GameIsPaused = true; DungeonGeneration dungeonScript = dungeonObj.GetComponent <DungeonGeneration>(); if (dungeonScript.AllRoomsComplete()) { endScreen.SetActive(true); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(keys["Reset"])) { //end/delete any current effects that might persist SceneManager.LoadScene(SceneManager.GetActiveScene().name); } if (Input.GetKey(keys["ZoomOut"])) { Camera.main.orthographicSize = Mathf.Min(9.0f, Camera.main.orthographicSize + 0.01f); } if (Input.GetKey(keys["ZoomIn"])) { Camera.main.orthographicSize = Mathf.Max(1.0f, Camera.main.orthographicSize - 0.01f); } // GODMODE if (Input.GetKeyDown(keys["GodModeToggle"])) { // makes the player invincible and allows them to walk through walls if (playerObj.layer == LayerMask.NameToLayer("Default")) { playerObj.layer = LayerMask.NameToLayer("GodMode"); playerScript.baseSpeed = 3f; } else { playerObj.layer = LayerMask.NameToLayer("Default"); playerScript.baseSpeed = 1f; } // } //Godmode commands if (playerObj.layer == LayerMask.NameToLayer("GodMode")) { GameObject playerObj = GameObject.FindGameObjectWithTag("Player"); playerObj.GetComponent <Player>().replenishWeapon("Sword", 1f); playerObj.GetComponent <Player>().replenishWeapon("Bow", 1f); if (Input.GetKeyDown(keys["CompleteRoom"])) { //A way to complete a room from outside. Might want to also make it delete all enemies? GameObject roomManager = GameObject.FindGameObjectWithTag("ActiveRoom"); roomManager.GetComponent <RoomManager>().CompleteRoom(); } } if (Input.GetKeyDown(keys["GetCompletionStatus"])) { // Prints to the Debug log wether all rooms have been completed // More of an example of how to use it than a debug feature GameObject dungeonObj = GameObject.FindGameObjectWithTag("Dungeon"); DungeonGeneration dungeonScript = dungeonObj.GetComponent <DungeonGeneration>(); Debug.Log("All Rooms Completed: " + dungeonScript.AllRoomsComplete()); } }