private IEnumerator PlayEvent() { player.SetLightningBody(true); cam.Shake(); cam.Flash(Color.white, 2.0f); TutorialEventScripts.EnableAllCameras(); TutorialEventScripts.SetLights(true); doorToUnlock.Unlock(); audioSource.PlayOneShot(electricExplosionSound, 0.1f); yield return(new WaitForSeconds(0.8f)); audioSource.PlayOneShot(chargeUpSound, 0.1f); yield return(new WaitForSeconds(1.0f)); TutorialEventScripts.PlayBackgroundTrack(); player.SetLightningBody(false); }
void Start() { // Get all needed refs allCams = FindObjectsOfType <SecurityCamera>(); allDoors = FindObjectsOfType <SecurityDoor>(); allLights = FindObjectsOfType <Light>(); // Initial level setup DisableAllCameras(); CloseAndLockAllDoors(); testChamberDoor.Unlock(); powerActivationRoomDoor.Unlock(); SetLights(false); //TransitionManager.Instance.SetScreenDark(); TransitionManager.Instance.FadeToEmpty(null); GameManager.Player.SetStaminaRecovery(false); GameManager.Player.UseStamina(100000.0f); }
void OnTriggerEnter(Collider col) { if (col.GetComponent <Player>() != null) { TurnTransparent[] transparentObj = GameObject.FindObjectsOfType <TurnTransparent>(); foreach (TurnTransparent t in transparentObj) { t.SetTransparent(false); } cutsceneCamera.gameObject.SetActive(true); playerCamera.gameObject.SetActive(false); Camera.SetupCurrent(cutsceneCamera); foreach (Enemy enemy in enemies) { enemy.enabled = true; } roomDoor.Unlock(); } }