Пример #1
0
 public void LoadRoom(string room, Door.Direction direction)
 {
     if (currentRoomGO != null)                                     //not first room loaded
     {
         Vector2 playerPos = player.transform.position;
         if (direction == Door.Direction.bottom || direction == Door.Direction.top)
         {
             playerPos.y *= -.8f;
         }
         else
         {
             playerPos.x *= -.8f;
         }
         player.transform.position = playerPos;
         if (currentRoom.hasBeenCleared)
         {
             roomsState[System.Array.IndexOf(rooms, currentRoom)] = true;
         }
         currentRoomGO.SetActive(false);
     }
     currentRoomGO = ObjectPooler.SharedInstance.GetPooledObject(room);
     currentRoom   = currentRoomGO.GetComponent <Room>();
     if (room != "Room00" || AllRoomEmpty())            //Dont want to fill spawn room
     {
         currentRoom.fillRoom();
     }
     currentRoomGO.SetActive(true);
 }
Пример #2
0
 public void FadeOutToRoom(string roomName, Door.Direction direciton)
 {
     roomToLoad    = roomName;
     loadDirection = direciton;
     animator.SetTrigger("FadeOut");
 }
Пример #3
0
 protected void _rpcSubmitPageForCreation(int inventoryId, bool isRare, int genre, int level, int moveType, int lastDirection)
 {
     m_lastMoveDirection = (Door.Direction) lastDirection;
     SubmitPageForRoom(new PageData(level, (Genre) genre, (MoveType) moveType, isRare));
 }
Пример #4
0
 /// <summary>
 /// Called by the overworld menu when a direction has been selected
 /// </summary>
 /// <param name="moveDirection"></param>
 public void SubmitDirection(Door.Direction moveDirection)
 {
     m_lastMoveDirection = moveDirection;
     MoveInDirection(moveDirection);
 }