// Start is called before the first frame update void Start() { lm = FindObjectOfType <LevelManager>(); state = 0; BlueBook.SetActive(false); YellowBook.SetActive(false); DeadBook.SetActive(false); Magic.SetActive(false); DarkBackground2.SetActive(false); m_Audio = GetComponent <AudioSource>(); }
IEnumerator WaitForMove() { DeadBook.SetActive(false); DarkBackground2.SetActive(true); Magic.SetActive(true); ObjectReplace(Father, PaganFather); m_Audio.clip = AudioCthulu; m_Audio.Play(); SetMovement(Cthulu, PaganFather, new Vector2(-3.2f, 12.0f), new Vector2(-3.2f, 1.5f), 3.0f); yield return(new WaitForSeconds(4)); state = CLEAR; }
// Start is called before the first frame update void Start() { m_Audio = GetComponent <AudioSource>(); lm = FindObjectOfType <LevelManager>(); string[] LFArr = { "C1", "T1", "H", "U1", "L", "U2" }; string[] LArr = { "E1", "X", "C2", "E2", "P", "T2", "E3", "D" }; string[] LDArr = { "E1D", "XD", "C2D", "E2D", "PD", "T2D", "E3D", "DD" }; LettersFixed = new List <GameObject>(); Letters = new List <GameObject>(); LettersDark = new List <GameObject>(); state = 0; BlueBook.SetActive(false); YellowBook.SetActive(false); DeadBook.SetActive(false); TED.SetActive(false); DarkBackground.SetActive(false); //Carpet.SetActive(false); //Light.SetActive(false); //DarkBackground2.SetActive(false); for (int i = 2; i < 8; i++) { flag += (1 << i); } for (int i = 2; i < 11; i++) { failflag += (1 << i); } foreach (string name in LDArr) { GameObject obj = GameObject.Find(name); LettersDark.Add(obj); obj.SetActive(false); } foreach (string name in LFArr) { GameObject obj = GameObject.Find(name); LettersFixed.Add(obj); obj.SetActive(false); } foreach (string name in LArr) { GameObject obj = GameObject.Find(name); Letters.Add(obj); obj.SetActive(false); } }
// Start is called before the first frame update void Start() { lm = FindObjectOfType <LevelManager>(); state = 0; BlueBook.SetActive(false); YellowBook.SetActive(false); DeadBook.SetActive(false); RedHeap.SetActive(false); BlueHeap.SetActive(false); Magic.SetActive(false); GroupBubble.SetActive(false); Phone.SetActive(false); DarkBackground2.SetActive(false); Bubble.transform.parent = GroupBubble.transform; CthuluCalling.transform.parent = GroupBubble.transform; m_Audio = GetComponent <AudioSource>(); }
public override void ObjectClicked(int id, GameObject obj) { if (id == 1) { obj.SetActive(false); state = 2; } else if (id == 2) { if (state < 5) { obj.GetComponent <CharacterController2D>().isClicked = false; if (state == 2 || state == 0) { Bubble.SetActive(false); state = 3; BlueBook.SetActive(true); Dropto(BlueBook, -3.2f); } else if (state == 3) { state = 4; YellowBook.SetActive(true); Dropto(YellowBook, -3.2f); } else if (state == 4) { state = 5; DeadBook.SetActive(true); Dropto(DeadBook, -3.2f); obj.GetComponent <CharacterController2D>().isClicked = true; } m_Audio.clip = AudioDrop; m_Audio.Play(); } } else if (id == 3) { if (state == 5) { m_Audio.clip = AudioOpen; m_Audio.Play(); StartCoroutine("WaitForOpenBook"); } } }
public override void ObjectClicked(int id, GameObject Obj) { if (id == 1) { if (state < 5) { Obj.GetComponent <CharacterController2D>().isClicked = false; if (state == 0) { state = 1; BlueBook.SetActive(true); Dropto(BlueBook, -3.2f); } else if (state == 1) { state = 2; YellowBook.SetActive(true); Dropto(YellowBook, -3.2f); } else if (state == 2) { state = 3; DeadBook.SetActive(true); Dropto(DeadBook, -3.2f); Obj.GetComponent <CharacterController2D>().isClicked = true; } m_Audio.clip = AudioDrop; m_Audio.Play(); } } else if (id == 2) { if (state == 3) { foreach (GameObject obj in Letters) { obj.SetActive(true); } foreach (GameObject obj in LettersFixed) { obj.SetActive(true); } m_Audio.clip = AudioOpen; m_Audio.Play(); state = 4; } } else if (id > 2 && id < 11) { if (state >= 4) { int idx = id - 3; if (eq0(state, id)) { state = set1(state, id); Letters[idx].SetActive(false); LettersDark[idx].SetActive(true); } /* * else * { * state = set0(state, id); * Letters[idx].SetActive(true); * LettersDark[idx].SetActive(false); * } */ //Debug.Log(state); if (state == flag) { TED.SetActive(true); //Carpet.SetActive(true); //Light.SetActive(true); //Background.SetActive(false); //DarkBackground2.SetActive(true); foreach (GameObject obj in Letters) { obj.SetActive(false); } foreach (GameObject obj in LettersDark) { obj.SetActive(false); } StartCoroutine("WaitForComeDown"); m_Audio.clip = AudioTED; m_Audio.Play(); } else if (state == failflag) { StartCoroutine("WaitForFail"); } } } }
public override void ObjectClicked(int id, GameObject obj) { if (id == 2) { if (state < 5) { obj.GetComponent <CharacterController2D>().isClicked = false; if (state == 0) { state = 1; BlueBook.SetActive(true); Dropto(BlueBook, -3.2f); } else if (state == 1) { state = 2; YellowBook.SetActive(true); Dropto(YellowBook, -3.2f); } else if (state == 2) { state = 3; DeadBook.SetActive(true); Dropto(DeadBook, -3.2f); } else if (state == 3) { state = 4; BlueHeap.SetActive(true); Dropto(BlueHeap, -3.0f); } else if (state == 4) { state = 5; RedHeap.SetActive(true); Dropto(RedHeap, -1.5f); ObjectReplace(Shelf, EmptyShelf); Phone.SetActive(true); obj.GetComponent <CharacterController2D>().isClicked = true; } m_Audio.clip = state < 4 ? AudioDrop : AudioHeap; m_Audio.Play(); } } else if (id == 3) { if (state < 6) { state = 9; Magic.SetActive(true); DeadBook.SetActive(false); DarkBackground2.SetActive(true); ObjectReplace(Father, PaganFather); SetMovement(Heretic, PaganFather, new Vector2(-20.0f, 0.0f), new Vector2(10.0f, 0.0f), 3.0f); m_Audio.clip = AudioHeretic; m_Audio.Play(); StartCoroutine("WaitForRunning"); } } else if (id == 4) { if (state == 5) { state = 10; ObjectReplace(Phone, Phone2); ObjectReplace(Father, FatherCalling); m_Audio.clip = AudioPhone; m_Audio.Play(); StartCoroutine("WaitForReceiving"); } } }