// Update is called once per frame void Update() { countFrames++; //lava raises and stays for this long if (countFrames >= 1725 && countFrames <= 2150 && hasRaised == false) { if (countFrames % 10 == 0) { L1.SetActive(true); L2.SetActive(true); L3.SetActive(true); L4.SetActive(true); text.SetActive(true); } if (countFrames % 30 == 0) { L1.SetActive(false); L2.SetActive(false); L3.SetActive(false); L4.SetActive(false); text.SetActive(false); } } if (countFrames == 2150 && hasRaised == false) { countFrames = 0; L1.SetActive(false); L2.SetActive(false); L3.SetActive(false); L4.SetActive(false); text.SetActive(false); hasRaised = true; } //Keeps it lined up with the lava if (countFrames == 450 && hasRaised == true) { countFrames = 0; hasRaised = false; } }
// Update is called once per frame void Update() { if (doorOpenInCurrentLoop) { door.SetActive(false); } else if (M.stepCount > 1) { door.SetActive(true); } if (loopCount == 1) { doorOpenInCurrentLoop = true; } if (loopCount == 2) { if (AudiSou.volume <= 0.1) { if (!c2p) { c2p = true; Debug.Log("Swapping Tracks"); AudiSou.clip = c2; AudiSou.Play(); } } else if (c1 == AudiSou.clip) { fadeOut(c1, AudiSou, c2); } if (c2p) { fadeIn(AudiSou); } t1.gameObject.SetActive(true); t2.gameObject.SetActive(true); if (t1.touch == true && t2.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 3) { t3.gameObject.SetActive(true); t4.gameObject.SetActive(true); if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 4) { stepObject.SetActive(true); stepLimit = 80; steptext.text = M.stepCount.ToString() + "/" + stepLimit.ToString() + "Steps"; if (stepLimit <= M.stepCount) { M.playerReset(); } if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 5) { if (AudiSou.volume <= 0.1) { if (!c3p) { c3p = true; Debug.Log("Swapping Tracks"); AudiSou.clip = c3; AudiSou.Play(); } } else if (c2 == AudiSou.clip) { fadeOut(c2, AudiSou, c3); } if (c3p) { fadeIn(AudiSou); } stepObject.SetActive(true); stepLimit = 80; steptext.text = M.stepCount.ToString() + "/" + stepLimit.ToString() + "Steps"; li1.SetActive(true); li2.SetActive(true); if (stepLimit <= M.stepCount) { M.playerReset(); } if (M.stepCount % 2 == 0) { L1.SetActive(true); L2.SetActive(true); } else { L1.SetActive(false); L2.SetActive(false); } if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 6) { stepObject.SetActive(true); sb1.gameObject.SetActive(true); sb2.gameObject.SetActive(true); sb3.gameObject.SetActive(true); sb4.gameObject.SetActive(true); stepLimit = 80; steptext.text = M.stepCount.ToString() + "/" + stepLimit.ToString() + "Steps"; if (stepLimit <= M.stepCount) { M.playerReset(); } if (M.stepCount % 2 == 0) { L1.SetActive(true); L2.SetActive(true); } else { L1.SetActive(false); L2.SetActive(false); } if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 7) { if (AudiSou.volume <= 0.1) { if (!c4p) { c4p = true; Debug.Log("Swapping Tracks"); AudiSou.clip = c4; AudiSou.Play(); } } else if (c3 == AudiSou.clip) { fadeOut(c3, AudiSou, c4); } if (c4p) { fadeIn(AudiSou); } li3.SetActive(true); li4.SetActive(true); stepLimit = 80; steptext.text = M.stepCount.ToString() + "/" + stepLimit.ToString() + "Steps"; if (stepLimit <= M.stepCount) { M.playerReset(); } if (M.stepCount % 2 == 0) { L1.SetActive(true); L2.SetActive(true); } else { L1.SetActive(false); L2.SetActive(false); } if (M.stepCount % 4 == 0) { L3.SetActive(true); L4.SetActive(true); } else { L3.SetActive(false); L4.SetActive(false); } if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 8) { if (AudiSou.volume <= 0.1) { if (!c5p) { c5p = true; Debug.Log("Swapping Tracks"); AudiSou.clip = c5; AudiSou.Play(); } } else if (c4 == AudiSou.clip) { fadeOut(c4, AudiSou, c5); } if (c5p) { fadeIn(AudiSou); } sb5.gameObject.SetActive(true); sb6.gameObject.SetActive(true); stepLimit = 80; steptext.text = M.stepCount.ToString() + "/" + stepLimit.ToString() + "Steps"; if (stepLimit <= M.stepCount) { M.playerReset(); } if (M.stepCount % 2 == 0) { L1.SetActive(true); L2.SetActive(true); } else { L1.SetActive(false); L2.SetActive(false); } if (M.stepCount % 4 == 0) { L3.SetActive(true); L4.SetActive(true); } else { L3.SetActive(false); L4.SetActive(false); } if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 9) { if (AudiSou.volume <= 0.1) { if (!c6p) { c6p = true; Debug.Log("Swapping Tracks"); AudiSou.clip = c6; AudiSou.Play(); } } else if (c5 == AudiSou.clip) { fadeOut(c5, AudiSou, c6); } if (c6p) { fadeIn(AudiSou); } t1.gameObject.SetActive(true); t2.gameObject.SetActive(true); t3.gameObject.SetActive(true); t4.gameObject.SetActive(true); stepObject.SetActive(true); sb1.gameObject.SetActive(true); sb2.gameObject.SetActive(true); sb3.gameObject.SetActive(true); sb4.gameObject.SetActive(true); sb5.gameObject.SetActive(true); sb6.gameObject.SetActive(true); ES.gameObject.SetActive(true); stepLimit = 80; steptext.text = M.stepCount.ToString() + "/" + stepLimit.ToString() + "Steps"; if (stepLimit <= M.stepCount) { M.playerReset(); } if (M.stepCount % 2 == 0) { L1.SetActive(true); L2.SetActive(true); } else { L1.SetActive(false); L2.SetActive(false); } if (M.stepCount % 4 == 0) { L3.SetActive(true); L4.SetActive(true); } else { L3.SetActive(false); L4.SetActive(false); } if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 10) { if (AudiSou.volume <= 0.1) { if (!c7p) { c7p = true; Debug.Log("Swapping Tracks"); AudiSou.clip = c7; AudiSou.Play(); } } else if (c6 == AudiSou.clip) { fadeOut(c6, AudiSou, c7); } if (c7p) { fadeIn(AudiSou); } t1.gameObject.SetActive(true); t2.gameObject.SetActive(true); t3.gameObject.SetActive(true); t4.gameObject.SetActive(true); stepObject.SetActive(true); sb1.gameObject.SetActive(true); sb2.gameObject.SetActive(true); sb3.gameObject.SetActive(true); sb4.gameObject.SetActive(true); sb5.gameObject.SetActive(true); sb6.gameObject.SetActive(true); ES.gameObject.SetActive(true); ES2.gameObject.SetActive(true); stepLimit = 80; steptext.text = M.stepCount.ToString() + "/" + stepLimit.ToString() + "Steps"; if (stepLimit <= M.stepCount) { M.playerReset(); } if (M.stepCount % 2 == 0) { L1.SetActive(true); L2.SetActive(true); } else { L1.SetActive(false); L2.SetActive(false); } if (M.stepCount % 4 == 0) { L3.SetActive(true); L4.SetActive(true); } else { L3.SetActive(false); L4.SetActive(false); } if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 11) { if (AudiSou.volume <= 0.1) { if (!c8p) { c8p = true; Debug.Log("Swapping Tracks"); AudiSou.clip = c8; AudiSou.Play(); } } else if (c7 == AudiSou.clip) { fadeOut(c7, AudiSou, c8); } if (c8p) { fadeIn(AudiSou); } if (M.stepCount >= 1) { currentTime -= Time.deltaTime; timerText.text = "Time Remaining: " + currentTime; if (currentTime <= 0) { resetLoop(); } } t1.gameObject.SetActive(true); t2.gameObject.SetActive(true); t3.gameObject.SetActive(true); t4.gameObject.SetActive(true); stepObject.SetActive(true); sb1.gameObject.SetActive(true); sb2.gameObject.SetActive(true); sb3.gameObject.SetActive(true); sb4.gameObject.SetActive(true); sb5.gameObject.SetActive(true); sb6.gameObject.SetActive(true); ES.gameObject.SetActive(true); ES2.gameObject.SetActive(true); timerObject.SetActive(true); stepLimit = 80; steptext.text = M.stepCount.ToString() + "/" + stepLimit.ToString() + "Steps"; if (stepLimit <= M.stepCount) { M.playerReset(); } if (M.stepCount % 2 == 0) { L1.SetActive(true); L2.SetActive(true); } else { L1.SetActive(false); L2.SetActive(false); } if (M.stepCount % 4 == 0) { L3.SetActive(true); L4.SetActive(true); } else { L3.SetActive(false); L4.SetActive(false); } if (t1.touch == true && t2.touch == true && t3.touch == true && t4.touch == true) { doorOpenInCurrentLoop = true; } } if (loopCount == 12) { if (AudiSou.volume <= 0.1) { if (!c9p) { c9p = true; Debug.Log("Swapping Tracks"); AudiSou.clip = c9; AudiSou.Play(); } } else if (c8 == AudiSou.clip) { fadeOut(c8, AudiSou, c9); } if (c9p) { fadeIn(AudiSou); } SceneManager.LoadScene(2); } }