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); }
public void FadeOutToRoom(string roomName, Door.Direction direciton) { roomToLoad = roomName; loadDirection = direciton; animator.SetTrigger("FadeOut"); }
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)); }
/// <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); }