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; //} }
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); } } }
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); } }