IEnumerator OnTriggerEnter2D(Collider2D other) { //stops player movement PlayerMovement moveScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement> (); moveScript.canMove = false; rbody.constraints = RigidbodyConstraints2D.FreezePosition; //causes screen fade ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(sf.FadetoBlack())); MusicSource.Play(); //moves player and camera position to warp target other.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadetoClear())); //player can move again moveScript.canMove = true; rbody.constraints = RigidbodyConstraints2D.None; rbody.constraints = RigidbodyConstraints2D.FreezeRotation; }
IEnumerator EndDialogue() { DialogueBox.SetActive(false); ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(sf.FadetoBlack())); SceneManager.LoadScene(sceneIndex); yield return(StartCoroutine(sf.FadetoClear())); }
public IEnumerator screenfader2() { dMAn.dBox.SetActive(false); dMAn.iText.SetActive(false); dMAn.dialogActive = false; ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(sf.FadetoBlack())); Player.transform.position = warpTarget2.position; Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadeToClear())); }
IEnumerator GoToClass() { PlayerMovement moveScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement> (); moveScript.canMove = false; rbody.constraints = RigidbodyConstraints2D.FreezePosition; MusicSource.Play(); ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(sf.FadetoBlack())); SceneManager.LoadScene(sceneIndex); yield return(StartCoroutine(sf.FadetoClear())); moveScript.canMove = true; rbody.constraints = RigidbodyConstraints2D.None; rbody.constraints = RigidbodyConstraints2D.FreezeRotation; }
IEnumerator OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "Player") { ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(sf.FadetoBlack())); Destroy(destroyedmap); GameObject[] enemies = GameObject.FindGameObjectsWithTag("SpawnedEnemy"); if (destroyedmap != null) { foreach (GameObject enemy in enemies) { Destroy(enemy); } Destroy(GameObject.FindGameObjectWithTag("SpawnedEnemy")); } other.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadeToClear())); } }