void NextSequence() { switch (step) { case 0: //Lock Doors and start first dailogue StartCoroutine(door1.Close()); StartCoroutine(door2.Close()); dialogue1.TriggerDialogue(); break; case 1: //Open hatches StartCoroutine(hatch.Open()); break; case 2: //flood room with acid (not damaging acid) StartCoroutine(acid.Open()); //using door behavior on it for simplicity break; case 3: //Second dialogue dialogue2.TriggerDialogue(); break; case 4: //make player explode player.Damage(100, 0); break; case 5: //Final dialogue dialogue3.TriggerDialogue(); break; case 6: //Exit Level gm.GoToLevel(2); break; } }
public void CloseEndDoor() { if (elevatorType == ElevatorType.end) { if (attachedDoor) { attachedDoor.Close(); } } }
//private void Start() { // if (door = null) { // door = GetComponentInChildren<DoorBehavior>(); // } //} private void OnTriggerEnter2D(Collider2D collision) { if (isActive) { if (collision.gameObject.CompareTag("Player")) { switch (function) { case TriggerType.Open: StartCoroutine(door.Open()); break; case TriggerType.Close: StartCoroutine(door.Close()); break; case TriggerType.OpenAndClose: Stop(); StartCoroutine(door.Open()); break; } } } }