예제 #1
0
    void Update()
    {
        if (close && !fadeOut)
        {
            if (Input.GetKeyDown(KeyCode.E) && soulsManager.getSouls() >= soulsRequired)
            {
                soulsManager.numSouls -= soulsRequired;
                fadeOut = true;
            }
        }
        //when fading out
        else if (fadeOut)
        {
            //update the alpha of the material's color
            material.color = new Color(material.color.r, material.color.g, material.color.b, material.color.a - fadePerSecond);
            //disable the tree colider
            treeColider.enabled = false;
        }

        //once the alpha is less than zero, activate the new zone and disable the script.
        if (material.color.a <= 0)
        {
            if (LeadsToZone <= 0)
            {
                print("not set. bad");
            }
            a.ActivateNewZone(LeadsToZone);
            GetComponentInChildren <UIPlayerUnlockCollision>().Disable();
            GetComponentInChildren <UIPlayerUnlockCollision>().enabled = false;

            enabled = false;
        }
    }
예제 #2
0
 private void Update()
 {
     if (t_playerSouls == null || t_playerHealth == null)
     {
         return;
     }
     t_playerHealth.text = Convert.ToString(health);
     t_playerSouls.text  = Convert.ToString(soulsManager.getSouls());
 }
    void Update()
    {
        float dist = Vector3.Distance(player.transform.position, transform.position);

        //  Debug.Log(dist);
        if (dist < distance)
        {
            if (Input.GetKeyDown(KeyCode.E) && soulsManager.getSouls() >= soulsRequired)
            {
                transform.RotateAround(pivot, Vector3.up, movementAngle);
                soulsManager.numSouls -= soulsRequired;
                if (LeadsToZone <= 0)
                {
                    print("not set. bad");
                }

                a.ActivateNewZone(LeadsToZone);
                GetComponentInChildren <UIPlayerUnlockCollision>().Disable();

                enabled = false;
            }
        }
    }