Пример #1
0
    public bool hit(GameObject target)
    {
        SanityManager targSAN = target.GetComponent <SanityManager>();
        clockCntrl    clock   = target.GetComponent <clockCntrl>();

        float dist = Vector2.Distance(target.transform.position, this.gameObject.transform.position);

        if (clock != null && targSAN != null && dist <= 0.4 && hitTmr == 0)
        {
            TimePasserCanv.SetActive(true);
            timePasser.prepareAnimation();
            manager.StopAll();
            targSAN.ChangeSanity(-10);
            clock.adjustTime(120);
            hitTmr = 200;

            InvManager.closeCurrInv();
            InvCanv.SetActive(false);

            //Script to fade to black and transfer rooms to cover time change
            //Trigger animation / fade to black, on timer
            //timer is inherent to the screen for now, as it's a temporary placeholder feature
            //Whilst the screen is covered, the BC should be dealt with so that they are not in the same room when the player awakes
            BCAnimationCanvas.SetActive(true);
            this.gameObject.transform.position = BCTPPoint.gameObject.transform.position;
            myRoom   = BCTPPoint.myRoom;
            curPoint = myRoom.getEntrancePoint();

            target.transform.position = playerTPPoint.transform.position;
            target.GetComponent <PlayerMovement>().changeRoom(playerTPPoint.myRoom);
            target.GetComponent <PlayerMovement>().playerFloor = "FirstFloor";
            //Send Typewriter Message
            SendMessageInOrder();

            return(true);
        }
        else
        {
            Debug.Log("Tried to hit, failed");
            return(false);
        }
    }
Пример #2
0
 // Start is called before the first frame update
 void Start()
 {
     Clockctrl = gameObject.GetComponent <clockCntrl>();
 }