void OnTriggerEnter(Collider target) { if (triggerIndex == 1) { if (target.gameObject.tag == "Player") { if (camView == CubeLevel.Front) { camView = CubeLevel.Clock; } // trigger7to1.SetActive (true); this.GetComponentInParent<GameStateManagement> ().levelState = camView; trigger1to7Spawned = false; //disabling ability to go back into frontview for now Destroy (this.gameObject); } } else if (triggerIndex == 2) { // if (target.gameObject.tag == "Player") { // // if (camView == CubeLevel.Clock) { // camView = CubeLevel.Front; //// trigger7to1.SetActive (true); // this.GetComponentInParent<GameStateManagement> ().levelState = camView; // trigger1to7Spawned = false; // } // } } }
void Update() { currentIndex = this.GetComponentInParent<GameStateManagement> ().levelState; // if (Input.GetKeyUp (KeyCode.Space)) { // iterateUpwards (); // } // if (Input.GetKeyUp (KeyCode.Alpha3)) { // iterateDownwards (); // } }
void Start() { _mr.Clear(); cb = GetComponent <CubeLevel>(); _mr.AddRange(gameObject.GetComponentsInChildren <MeshRenderer>()); for (int i = 0; i < _mr.Count; i++) { _mr[i].enabled = false; // 메시랜더러 다 끈 상태로 } for (int i = 0; i < (int)CubeLevel.CubeLv.Count; i++) // 자녀의 갯수만큼 for 돌리면서 해당 오브젝트의 해등 레벨꺼만 킴. { if (i == (int)cb.cubeLv) { _mr[i].enabled = true; } } }
// Start is called before the first frame update void Start() { Instance = this; //(int)cubeLv = }
void masterControl () { if (Input.GetKeyUp (KeyCode.Alpha0)) { levelState = CubeLevel.Start; } if (Input.GetKeyUp (KeyCode.Alpha1)) { levelState = CubeLevel.Front; } if (Input.GetKeyUp (KeyCode.Alpha2)) { levelState = CubeLevel.Left; } if (Input.GetKeyUp (KeyCode.Alpha7)) { levelState = CubeLevel.Clock; } }
void clockViews () { if (this.GetComponentInChildren<Present1Level> ().progressToNextLevel == true && triggerState != 2) { if (Input.GetKeyUp (KeyCode.B)) { levelState = CubeLevel.Clock; } } }
void iterateState () { if (levelState == 0) { //if (this.GetComponentInChildren<StartPageLevel> ().page == 1) { if (this.GetComponentInChildren<triggerRotate> ().bumpTriggered && Input.GetKeyUp (KeyCode.UpArrow)) { levelState += 1; } //} } //trigger state is controlling transition from levelstate front to levelstate left if (triggerState == 2) { levelState = CubeLevel.Left; } if (this.GetComponentInChildren<Past1Level> ().doorOpenToMoveOn) { this.levelState = CubeLevel.ClockLeft; demoEnd = true; //this.GetComponentInChildren<CameraDepthIteration>() } if (testMode == true) { masterControl (); } }
void Update() { camView = this.GetComponentInParent<GameStateManagement> ().levelState; }