Пример #1
0
    /// <summary>
    /// An update is called once per frame.
    /// </summary>
    void Update()
    {
        if (testPassenger.getFrustration() >= 100)
        {
            died = true;
        }
        if (died)
        {
            HudManager.GameOver();
            PlayerController.Freeze(true);

            SceneManager.LoadScene("title");
        }
    }
    /// <summary>
    /// The contents of the fourth cutscene.
    /// </summary>
    IEnumerator PlayFourth()
    {
        Debug.Log("Playing third cutscene");
        PlayerController.PlayCutsceneAudio();
        GameObject boat = Instantiate(boaty);

        boat.transform.localPosition = new Vector3(13.2F, -28.6F, 0);
        StartCoroutine(MainBubble("Here we are! Harbour of Turku! Cash or credit card?"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        GameObject passenger = Instantiate(passenger3);

        passenger.transform.localPosition = new Vector2(0, -29);
        passenger.GetComponent <Rigidbody2D> ().bodyType        = RigidbodyType2D.Dynamic;
        passenger.GetComponent <Rigidbody2D> ().velocity        = new Vector2(9, 8);
        passenger.GetComponent <Rigidbody2D> ().angularVelocity = -1000;
        while (!Physics2D.OverlapCircle(passenger.GetComponent <Rigidbody2D> ().position, passenger.GetComponent <CircleCollider2D> ().radius, ground))
        {
            yield return(null);
        }
        forward = false;
        passenger.GetComponent <Rigidbody2D> ().bodyType = RigidbodyType2D.Static;
        StartCoroutine(PassAltBubble("HAHAHA"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        StartCoroutine(MainBubble("Hey, you forgot to pay!"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        StartCoroutine(PassAltBubble("I don't need to pay you anything!"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        StartCoroutine(MainBubble("What!? How come!?"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        StartCoroutine(PassAltBubble("Look."));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        StartCoroutine(MainBubble("???"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        StartCoroutine(PassAltBubble("I am your father!"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        StartCoroutine(MainBubble("NOOOOOOOOOO!"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        StartCoroutine(PassAltBubble("See you again in another ten years!"));
        while (!forward)
        {
            yield return(null);
        }
        forward = false;
        passenger.GetComponent <Rigidbody2D> ().bodyType = RigidbodyType2D.Dynamic;
        while (!Physics2D.OverlapCircle(passenger.GetComponent <Rigidbody2D> ().position, passenger.GetComponent <CircleCollider2D> ().radius, ground))
        {
            yield return(null);
        }
        forward = false;
        while (boat.transform.position.x < 25)
        {
            boat.transform.Translate(0.01F, 0, 0);
            yield return(null);
        }
        HudManager.GameOver();
        forward = false;
        SceneManager.LoadScene("title");
    }