private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Player")) { if (Jet.GetEscape()) { levelfinish.ShowStats(true, false); } } }
public void Interact() //ugly as sin but only called once per interaction so not really that bad. can be optimized later { // Hanger door, clearance, pilots notes if (!hangerdoor && !clearance && !pilotsnotes) { textbox.DisplayText("Eliminate doesn't necessarily mean 'blow it up'... right?"); } else if (hangerdoor && !clearance && !pilotsnotes) { textbox.DisplayText("The hanger doors are open, I just gotta figure out how to fly this thing"); } else if (!hangerdoor && clearance && !pilotsnotes) { textbox.DisplayText("I've got clearance to take off, but the hanger doors are closed and I don't know the take off procedure"); } else if (!hangerdoor && !clearance && pilotsnotes) { textbox.DisplayText("I know the take off procedure, but the hanger doors are closed"); } else if (!hangerdoor && clearance && pilotsnotes) { textbox.DisplayText("Got clearance, Got the take off procedure, just need to open the hangar doors"); } else if (hangerdoor && !clearance && pilotsnotes) { finishlevel.ShowStats(false, false); } else if (hangerdoor && clearance && !pilotsnotes) { textbox.DisplayText("Hanger doors are open and I have clearance, but I still need to figure out how to take off"); } else if (hangerdoor && clearance && pilotsnotes) { finishlevel.ShowStats(false, true); } }