public void LevelReset()
 {
     timer += Time.deltaTime;
     if (timer >= resetAfterDeathTime)
     {
         fader.EndScene();
     }
 }
예제 #2
0
 //ほかのシーンを読み込む
 public void LeverReset()
 {
     timer += Time.deltaTime;
     if (timer >= resetAfterDeathTine)
     {
         fader.EndScene(); // シーンをリセット
     }
 }
예제 #3
0
 public void LevelReset()                                            //关卡重置
 {
     timer += Time.deltaTime;                                        //计时器
     colorCurves.saturation -= (Time.deltaTime / 2);                 //逐渐变为黑白的效果
     colorCurves.saturation  = Mathf.Max(0, colorCurves.saturation); //保证值大于0
     if (timer >= resetAfterDeathTime)                               //如果超过了死亡等待时间
     {
         fader.EndScene();                                           //重新加载场景的方法
     }
 }
예제 #4
0
 public void LevelReset()
 {
     timer += Time.deltaTime;
     colorCurves.saturation -= (Time.deltaTime / 2);
     colorCurves.saturation  = Mathf.Max(0, colorCurves.saturation);
     if (timer >= resetAfterDeathTime)
     {
         fader.EndScene();
     }
 }
예제 #5
0
 private void InExitActivation()
 {
     timer += Time.deltaTime;
     if (timer >= timeToInactivePlayer)
     {
         player.GetComponent <fps_PlayerHealth>().DisableInput();
     }
     if (timer >= timeToRestart)
     {
         fader.EndScene();
     }
 }
예제 #6
0
    private void InExitActivation()                                  //出口被激活时
    {
        timer += Time.deltaTime;                                     //开始计时

        if (timer >= timeToInactivePlayer)                           //出口已被触发
        {
            player.GetComponent <fps_PlayerHealth>().DisableInput(); //禁用用户的输入
        }
        if (timer >= timeToRestart)                                  //重新开始游戏被触发
        {
            fader.EndScene();                                        //重新加载场景
        }
    }
예제 #7
0
    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            if (entranceName == "InsideCafeteriaBuilding")
            {
                if (Managers.Player != null && entranceName != Managers.Player.GetPreviousRoomName())
                {
                    Managers.Player.SetPreviousRoomName(SceneManager.GetActiveScene().name);
                    Managers.Player.SetEnteringRoomName(entranceName);

                    Debug.Log("On door trigger enter: " + entranceName);
                    fadeScr.EndScene(scene);
                }
                else
                {
                    Debug.Log("On door trigger enter: " + entranceName);
                }
            }
            else if (entranceName == "ArtHallway")
            {
                if (Managers.Player != null && entranceName != Managers.Player.GetPreviousRoomName())
                {
                    Managers.Player.SetPreviousRoomName(SceneManager.GetActiveScene().name);
                    Managers.Player.SetEnteringRoomName(entranceName);

                    Debug.Log("On door trigger enter: " + entranceName);
                    fadeScr.EndScene(scene);
                }
                else
                {
                    Debug.Log("On door trigger enter: " + entranceName);
                }
            }
            else if (entranceName == "ScienceHallway")
            {
                if (Managers.Player != null && entranceName != Managers.Player.GetPreviousRoomName())
                {
                    Managers.Player.SetPreviousRoomName(SceneManager.GetActiveScene().name);
                    Managers.Player.SetEnteringRoomName(entranceName);

                    Debug.Log("On door trigger enter: " + entranceName);
                    fadeScr.EndScene(scene);
                }
                else
                {
                    Debug.Log("On door trigger enter: " + entranceName);
                }
            }
            else if (entranceName == "ArtRoom")
            {
                if (Managers.Player != null && entranceName != Managers.Player.GetPreviousRoomName())
                {
                    Managers.Player.SetPreviousRoomName(SceneManager.GetActiveScene().name);
                    Managers.Player.SetEnteringRoomName(entranceName);

                    Debug.Log("On door trigger enter: " + entranceName);
                    fadeScr.EndScene(scene);
                }
                else
                {
                    Debug.Log("On door trigger enter: " + entranceName);
                }
            }
            else if (entranceName == "TerrainCampus")
            {
                if (Managers.Inventory != null)
                {
                    Debug.Log(Managers.Inventory.GetItemCount("Phone"));

                    if (Managers.Inventory.GetItemCount("Phone") > 0)
                    {
                        if (Managers.Player != null && entranceName != Managers.Player.GetPreviousRoomName())
                        {
                            Managers.Player.SetPreviousRoomName(SceneManager.GetActiveScene().name);
                            Managers.Player.SetEnteringRoomName(entranceName);

                            Debug.Log("On door trigger enter: " + entranceName);
                            fadeScr.EndScene(scene);
                        }
                        else
                        {
                            Debug.Log("On door trigger enter: " + entranceName);
                        }
                    }
                    else
                    {
                        doorFeedback.enabled     = true;
                        dialogueFeedback.enabled = true;
                        dialogueFeedback.GetComponent <Animator>().SetTrigger("Display");
                        audioSource.PlayOneShot(audioClip);
                    }
                }
            }
            else if (entranceName == "Dorm")
            {
                if (Managers.Player != null && entranceName != Managers.Player.GetPreviousRoomName())
                {
                    Managers.Player.SetPreviousRoomName(SceneManager.GetActiveScene().name);
                    Managers.Player.SetEnteringRoomName(entranceName);

                    Debug.Log("On door trigger enter: " + entranceName);
                    fadeScr.EndScene(scene);
                }
                else
                {
                    Debug.Log("On door trigger enter: " + entranceName);
                }
            }
        }
    }