void OnTriggerExit2D(Collider2D collision) { if (collision.tag == "Player" && currentMapBoundary == this) { UpdateMapBounds(); camScript.ActivateTransition(); GameManager.instance.switchState(new TransitionState(GameManager.instance)); } }
IEnumerator EnterHouse() { if (elevator) { Animator anim = transform.parent.GetComponent <Animator>(); anim.SetTrigger("Open"); StartCoroutine(ElevatorFadePlayer(2)); yield return(new WaitForSeconds(1f)); } CameraFX.FadeIn(); AudioManager.PlayOneShot(audioOnUse); yield return(new WaitForSeconds(1f)); player.transform.position = houseLocation.position; if (elevator) { StopAllCoroutines(); player.GetComponent <SpriteRenderer>().color = Color.white; } if (GetComponent <SpriteRenderer>() != null) // Flip the player sprite if they are entering a house { player.transform.localScale = new Vector3(player.transform.localScale.x * spawnDirection, player.transform.localScale.y, player.transform.localScale.z); } mb.CalculateMapBounds(); mb.UpdateMapBounds(); GameManager.instance.switchState(new TransitionState(GameManager.instance)); CameraFollow2D camScript = Camera.main.GetComponent <CameraFollow2D>(); camScript.enabled = true; camScript.ActivateTransition(); camScript.UpdateToMapBounds(); CameraFX.FadeOut(); }