private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.name == "AntiSpawnSpaceSpawner") { collisionNumber++; //if a spawn point collides with a room, it adds a tick to the collider number // this means that if it collides twice (from the two rooms overlapping, it'll have a collider number of 2) // if it collides none, then that means its a room on the end (reached 40 room limit) - a door block is spawned accordingly } if (collision.gameObject.GetComponent <AntiSpawnSpaceDetailer>() == null) { return; } switch (openDirection) { //Checks if the doorway is open or not case 1: if (collision.GetComponent <AntiSpawnSpaceDetailer>().topOpening != true) { spawnDoorBlock(); } break; case 2: if (collision.GetComponent <AntiSpawnSpaceDetailer>().bottomOpening != true) { spawnDoorBlock(); } break; case 3: if (collision.GetComponent <AntiSpawnSpaceDetailer>().rightOpening != true) { spawnDoorBlock(); } break; case 4: if (collision.GetComponent <AntiSpawnSpaceDetailer>().leftOpening != true) { spawnDoorBlock(); } break; } dontSpawn = true; if (templates.areRoomsSpawned()) { if (collision.gameObject.name != "AntiSpawnSpaceSpawner") { spawnDoorBlock(); } } }
IEnumerator waitForSpawned() { while (roomTemplates.areRoomsSpawned() != true) { yield return(null); } foreach (AntiSpawnSpaceDetailer room in roomTemplates.antiList) { room.GetComponent <FogCycleRoom>()?.SetFogController(this); } }
void Update() { if ( templates.areRoomsSpawned() && loadIn == false ) { PlayerProperties.playerScript.playerDead = false; loadIn = true; animator.SetTrigger("FadeOut"); Destroy(this.gameObject, 1f); } }