// Start is called before the first frame update void Start() { AM = GameObject.Find("AudioManager").GetComponent <AudioMaster>(); ruleBook = GetComponent <RuleBook>(); GM = GetComponent <GameManager>(); TE = FindObjectOfType <TrapEvent>(); //foreach(GameObject sign in signs) //{ // DontDestroyOnLoad(sign); //} truthfulSigns = new List <bool> { }; allRooms = new List <RoomStats> { }; // Make a new room with some stats. This will have to read back info from the manager object with room generation ruleBook.AddNewRule(); CreateNewRoom(); newRuleHint.gameObject.SetActive(true); if (allRooms.Count == 0) { hintText.text = "Press 'A' or 'D' to check out your environment. \n[A][D]"; } }
// Called when you enter a door public void EnterDoor(int doorNum) { if (currentRoom.safeDoors[doorNum] == true) { print("YOU PICKED A SAFE DOOR"); GM.UpgradeKey(); allRooms.Add(currentRoom); if (allRooms.Count % 5 == 0) { ruleBook.AddNewRule(); // show hint newRuleHint.gameObject.SetActive(true); if (allRooms.Count == 0) { hintText.text = "Check your rulebook. New rules appear every 5 tunnels. \n[W]"; } else { hintText.text = "The cave has gotten more complex."; } } else { // hide hint newRuleHint.gameObject.SetActive(false); } GM.AddToTimer(); GM.DestroyProps(); CreateNewRoom(); } else { print("YOU ARE DEAD, WRONG DOOR"); // Kill everything AM.youLose(); GM.isTiming = false; SceneManager.LoadScene("Death"); } }