public bool UseRoom103Key() { if (inventorySlotItems[currentlySelectedItemIndex] != null) { if (inventorySlotItems[currentlySelectedItemIndex].GetComponent <Item>().ItemName == "Room 103 Key") { RemoveItem("Room 103 Key"); Timings.updateTimes("3-Rhys"); Timings.RhysRoomFinished = true; Timings.lastScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; SaveInventory(); UnityEngine.SceneManagement.SceneManager.LoadScene("0-Coridoor"); return(true); } } return(false); }
//Author of this function: Bethany Cawthorne //If an object is selected in the inventory, and the currently selected item is named 'screwdriver' //the screwdriver will be used to unscrew the vent and move onto the next level //The function also removes the screwdriverm and updates the level timings as the level is complete public bool UseScrewdriver() { if (inventorySlotItems[currentlySelectedItemIndex] != null) { if (inventorySlotItems[currentlySelectedItemIndex].GetComponent <Item>().ItemName == "Screwdriver") { if (FindItem("Screwdriver")) { RemoveItem("Screwdriver"); Timings.updateTimes("4-Beth"); Timings.BethsRoomFinished = true; Timings.lastScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; SaveInventory(); UnityEngine.SceneManagement.SceneManager.LoadScene("3-Rhys"); return(true); } } } return(false); }
//Quick access to each player's room on a key press for testing purposes void Update() { if (Input.GetKeyDown(KeyCode.I)) { SceneManager.LoadScene("1-Jacks"); } else if (Input.GetKeyDown(KeyCode.O)) { SceneManager.LoadScene("4-Beth"); } else if (Input.GetKeyDown(KeyCode.P)) { //When the player transitions, it updates the timings for the finished room Timings.updateTimes("4-Beth"); SceneManager.LoadScene("3-Rhys"); } //Quick way to get to the timings scene to get the times that the playtesters achieved in each room else if (Input.GetKeyDown(KeyCode.U)) { SceneManager.LoadScene("Times"); } }