/// <summary> /// Funcion que se llama cuando el evento PlayerController.OnActivate se dispara /// </summary> public override void OnInteract() { playerInBounds = detectCollider.bounds.Contains(player.transform.position); if (playerInBounds) { if (bDoorNeedsKey) { dialogueTrigger.Dialogue(); for (int i = 0; i < player.playerInventory.itemsInInventory.Count; i++) { if (player.playerInventory.itemsInInventory[i].itemName == doorKeyName) { player.playerInventory.DeleteFromInv(player.playerInventory.itemsInInventory[i]); GameManager.Instance.LoadNextLevel(levelToLoadName); } else { print("Player needs the " + doorKeyName + " key."); } } } else { GameManager.Instance.LoadNextLevel(levelToLoadName); print("Door doesn't need a key, opening..."); } } }
/// <summary> /// Funcion que se llama cuando el evento PlayerController.OnActivate se dispara /// </summary> public override void OnInteract() { playerInBounds = detectCollider.bounds.Contains(player.transform.position); if (playerInBounds) { dialogueTrigger.Dialogue(); DisablePopUp(); } }
public void Start() { if (SceneManager.GetActiveScene().buildIndex == 3) { if (died) { bossDeathDialogue.Dialogue(); } else { bossDialogue.Dialogue(); } } }