void Scene3() { if (back1) { FinalEmpty[1] = DI_Done2[Random.Range(0, DI_Done2.Length)]; FinalEmpty[0] = DI_Done1[Random.Range(1, DI_Done1.Length)]; Guard1_con.SetSeq(FinalEmpty, true); } else { Guard1_con.PlaySound(DI_Done1[0], true); } Door3.GetComponent <Object_Door>().DoorSwitch(); Guard1_con.SetLookAt(playerHead); Guard2_con.StopLookAt(); Guard2_con.PausePath(); Check2 = false; NextScene.SetActive(true); }
// Update is called once per frame void Update() { if (checking1 == true) { if (check1.GetComponent <BoxTrigger>().GetState()) { if (RandOrScript == 0) { Guard1_.SetSeq(FinalMessage); } else { Guard1_.PlaySound(SCRIPTED[Random.Range(0, SCRIPTED.Length)]); } Guard2_.SetPath(path1); D1_.SetPath(path1); Guard2_.AnimTrigger(1, true); Sci1_.AnimTrigger(2, true); Sci1_.SetPath(path2); checking1 = false; checking2 = true; } } if (checking2 == true) { if (check2.GetComponent <BoxTrigger>().GetState()) { Jan_.AnimTrigger(2, true); Jan_.SetPath(path3); Sci2_.PlaySound(Scientistdiag); checking2 = false; } } }