void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Player") { player.canMove = false; player.canAttack = false; dialogueHandler.OnDialogueEnd += ReturnPlayerMovement; dialogueHandler.StartDialogue(); } }
// Start is called before the first frame update void Start() { player = FindObjectOfType <PlayerController>(); player.canMove = false; player.canAttack = false; hearts.SetActive(false); dialogueHandler = GetComponent <Fog.Dialogue.DialogueHandler>(); dialogueHandler.OnDialogueStart += StartFading; dialogueHandler.OnDialogueEnd += StartGame; dialogueHandler.StartDialogue(); }
void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Player") { player.canMove = false; player.canAttack = false; cameraPlayer.SetActive(false); cameraScene.SetActive(true); dialogueHandlerBefore.OnDialogueEnd += ReturnPlayerMovement; dialogueHandlerBefore.OnDialogueEnd += StartCombat; dialogueHandlerBefore.StartDialogue(); } }
private void TriggerBossFight() { camera.isCameraFollowingPlayer = false; camera.cameraPosition = bossFightCamera; player.canAttack = false; player.canMove = false; dialogueHandler.StartDialogue(); dialogueHandler.OnDialogueEnd += StartBoss; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Z)) { dialogueHandlerBefore.Skip(); dialogueHandlerAfter.Skip(); } if (enemiesQtt == 0) { enemiesQtt--; player.canMove = false; player.canAttack = false; cameraPlayer.SetActive(true); cameraScene.SetActive(false); toEnable.SetActive(false); dialogueHandlerAfter.OnDialogueEnd += ReturnPlayerMovementAfter; dialogueHandlerAfter.StartDialogue(); } }