void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.tag == "boss")//Enter House
        {
            scene.areaNum = 11;
            scene.SceneLoad("Combat");
        }

        if (other.gameObject.tag == "Player's House")//Enter House
        {
            scene.areaNum      = 2;
            transform.position = new Vector3(-50.98f, 0.358f, 0.0f);
        }

        if (other.gameObject.tag == "Player's House Exit")//Exit House
        {
            scene.areaNum      = 0;
            transform.position = new Vector3(9.035f, 6.986f, 0.0f);
        }

        if (other.gameObject.tag == "Training House")//Enter House
        {
            scene.areaNum      = 2;
            transform.position = new Vector3(54.04f, -41.02f, 0.0f);
        }

        if (other.gameObject.tag == "Training House Exit")//Exit House
        {
            scene.areaNum      = 0;
            transform.position = new Vector3(42.11f, 5.31f, 0.0f);
        }

        if (other.gameObject.tag == "Castle's Front House")//Enter House
        {
            scene.areaNum      = 2;
            transform.position = new Vector3(-38.57f, 48.925f, 0.0f);
        }

        if (other.gameObject.tag == "Castle's Front House Exit")//Exit House
        {
            scene.areaNum      = 0;
            transform.position = new Vector3(35.466f, 32.912f, 0.0f);
        }

        if (other.gameObject.tag == "Orange House")//Enter House
        {
            scene.areaNum      = 2;
            transform.position = new Vector3(176.913f, 40.726f, 0.0f);
        }

        if (other.gameObject.tag == "Orange House Exit")//Exit House
        {
            scene.areaNum      = 0;
            transform.position = new Vector3(60.46f, 41.32f, 0.0f);
        }

        if (other.gameObject.tag == "Blue House")//Enter House
        {
            scene.areaNum      = 2;
            transform.position = new Vector3(214.3f, 40.726f, 0.0f);
        }

        if (other.gameObject.tag == "Blue House Exit")//Exit House
        {
            scene.areaNum      = 0;
            transform.position = new Vector3(71.47f, 41.32f, 0.0f);
        }

        if (other.gameObject.tag == "Green House")//Enter House
        {
            scene.areaNum      = 2;
            transform.position = new Vector3(200.12f, 57.72f, 0.0f);
        }

        if (other.gameObject.tag == "Green House Exit")//Exit House
        {
            scene.areaNum      = 0;
            transform.position = new Vector3(65.54f, 47.18f, 0.0f);
        }

        if (other.gameObject.tag == "Forest Inside Entrance")//Enter Forest Area 1 Entrance
        {
            pstats.combatready = false;
            scene.areaNum      = 1;//the level i want the monsters to be
            transform.position = new Vector3(19.769f, 5.158f, 0.0f);
            Debug.Log("false");
        }

        if (other.gameObject.tag == "Forest Outside Entrance")//Exit Forest Area 1 Entrance
        {
            pstats.combatready = true;
            scene.areaNum      = 1;//the level i want the monsters to be
            transform.position = new Vector3(220.00f, -26.00f, 0.0f);
            Debug.Log("true");
        }

        if (other.gameObject.tag == "Forest Inside Exit")//Enter Forest Area 1 Exit
        {
            pstats.combatready = false;
            scene.areaNum      = 0;
            transform.position = new Vector3(35.624f, 5.14f, 0.0f);
            Debug.Log("false");
        }

        if (other.gameObject.tag == "Forest Outside Exit")//Exit Forest Area 1 Exit
        {
            pstats.combatready = true;
            scene.areaNum      = 0;
            transform.position = new Vector3(276.6f, -26.00f, 0.0f);
            Debug.Log("true");
        }

        if (other.gameObject.tag == "Deep Forest Entrance")//Deep Forest Entrance
        {
            pstats.combatready = true;
            scene.areaNum      = 4;//the level i want the monsters to be
            transform.position = new Vector3(330.7f, 68.8f, 0.0f);
            Debug.Log("true");
        }

        if (other.gameObject.tag == "Deep Forest Exit")//Deep Forest Exit
        {
            pstats.combatready = false;
            scene.areaNum      = 0;
            transform.position = new Vector3(57.23f, 49.12f, 0.0f);
            Debug.Log("false");
        }

        if (other.gameObject.tag == "Cave Entrance")//Cave Entrance
        {
            pstats.combatready = true;
            scene.areaNum      = 6;//the level i want the monsters to be
            transform.position = new Vector3(-97.67f, 56.43f, 0.0f);
            Debug.Log("true");
        }

        if (other.gameObject.tag == "Cave Exit")//Cave Exit
        {
            pstats.combatready = false;
            scene.areaNum      = 0;
            transform.position = new Vector3(12.49f, 45.5f, 0.0f);
            Debug.Log("false");
        }
    }
 public void MainMenuYes()
 {
     scene.SceneLoad("Main Menu");
 }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        if (playerState == 1)//players turn
        {
        }
        else if (playerState == 0)//pets turn
        {
            petFightBack = RandomNumber(1, 10);

            if (petFightBack == 1)
            {
                change.text = "The monster accepts your action";
            }
            else if (petFightBack == 2)
            {
                change.text       = "The monster lets out a shriek";
                tamingPercentage -= 20;
            }
            else if (petFightBack == 3 && playerAction == 1)
            {
                change.text = "The monster enjoys the food";
            }
            else if (petFightBack == 4 && playerAction == 2)
            {
                change.text = "The monster smacks its tail on the ground";
            }
            else if (petFightBack == 5)
            {
                change.text       = "The monster breathes heavily...";
                tamingPercentage -= 20;
            }
            else if (petFightBack == 6 && playerAction == 3)
            {
                change.text = "The monster accepts your respect";
            }
            else if (petFightBack == 7 && playerAction == 3)
            {
                change.text       = "The monster is insulted by your respectful action";
                tamingPercentage -= 40;
            }
            else if (petFightBack == 8)
            {
                change.text       = "The monster just stares at you";
                tamingPercentage -= 20;
            }
            else if (petFightBack == 9)
            {
                change.text = "The monster lays its head down";
            }
            else if (petFightBack == 10 && tamingPercentage <= 20)
            {
                change.text = "The monster charges at you";
                StartCoroutine(TimeDelay(1.0f));
                textTame.text = "";
                Destroy(petList.clones);
                run = true;
            }
            else
            {
                change.text       = "Your action didn't get the attention of the monster";
                tamingPercentage -= 30;
            }
            playerState = 1;
        }

        textTame.text = "Taming " + tamingPercentage + "%";

        if (tameSuccess == true)
        {
            for (i = 0; i < 8; i++)
            {
                if (plist.party_clones[i] == null)
                {
                    petList.clones.GetComponent <SpriteRenderer>().flipX = false;
                    plist.party_clones[i] = petList.clones;
                    break;
                }
            }

            scene.SceneLoad("World");
        }
        else if (run == true)
        {
            change.text = "You ran from the Monster";
            StartCoroutine(TimeDelay(2.0f));
            scene.SceneLoad("World");
        }
    }
Пример #4
0
 public void IntoWorld()
 {
     scene.SceneLoad("World");
 }