Пример #1
0
 private void OnTriggerStay2D(Collider2D collision)
 {
     if (/*Input.GetKeyDown(KeyCode.F) &&*/ inMain)
     {
         StartCoroutine(waiting());
         MainPlanet.SetActive(false);
         InsideBuilding.SetActive(true);
         player.transform.position = spawnpoint.gameObject.transform.position;
         player.gameObject.GetComponent <Unit_Controller>().Planet = InsideBuilding;
         player.gameObject.GetComponent <Unit_Controller>().grav   = newgrav;
         Alphabet.gameObject.SetActive(true);
         camera.gameObject.GetComponent <Camera_Follow>().Player    = newFollowObject;
         camera.gameObject.GetComponent <Camera>().orthographicSize = newCamerasize;
         inMain = false;
         bff.SetActive(false);
         savage.SetActive(false);
         ce.SetActive(false);
     }
     //else
     //{
     //    StartCoroutine(waiting());
     //    InsideBuilding.SetActive(false);
     //    MainPlanet.SetActive(true);
     //    player.transform.position = spawnpoint.gameObject.transform.position;
     //    player.gameObject.GetComponent<Unit_Controller>().Planet = MainPlanet;
     //    player.gameObject.GetComponent<Unit_Controller>().grav = newgrav;
     //    Alphabet.gameObject.SetActive(false);
     //    InputPassword.SetActive(false);
     //    Gate.SetActive(false);
     //    camera.gameObject.GetComponent<Camera_Follow>().Player = newFollowObject;
     //    camera.gameObject.GetComponent<Camera>().orthographicSize = 5;
     //}
 }
Пример #2
0
        public override void PerformActions()
        {
            if (InsideBuilding != null)
            {
                // we are inside a building
                InsideBuilding.AffectObject(this);
            }
            else
            {
                // Did I think about something?
                IAction a = ActionManager.Pop();

                if (a != null && Food.Value > 0)
                {
                    a.AffectObject(this);
                }
            }
        }
Пример #3
0
 private void OnTriggerStay2D(Collider2D collision)
 {
     //if (Input.GetKeyDown(KeyCode.F))
     {
         StartCoroutine(waiting());
         InsideBuilding.SetActive(false);
         MainPlanet.SetActive(true);
         player.transform.position = spawnpoint.gameObject.transform.position;
         player.gameObject.GetComponent <Unit_Controller>().Planet = MainPlanet;
         player.gameObject.GetComponent <Unit_Controller>().grav   = newgrav;
         Alphabet.gameObject.SetActive(false);
         InputPassword.SetActive(false);
         Gate.SetActive(false);
         camera.gameObject.GetComponent <Camera_Follow>().Player        = newFollowObject;
         camera.gameObject.GetComponent <Camera>().orthographicSize     = 1;
         entrance.gameObject.GetComponent <ChangePartsinLevel>().inMain = true;
         bff.SetActive(true);
         savage.SetActive(true);
         ce.SetActive(true);
     }
 }