// Use this for initialization void Start() { inTransition = false; int currentAct = globalVaraibleList.GetVariableState("act"); lastAct = 1; musicPlayer.loop = true; musicPlayer.clip = act_1; musicPlayer.Play(); }
private void Update() { int nextLocation = 1; if (playerController.transform.position.x < worldRect.x + 0.5f) { int currentAct = globals.GetVariableState("act"); playerController.inRoomTransition = -1; if (locationId == 3) { nextLocation = 2; } else if (locationId == 2) { nextLocation = 1; } else if (locationId == 1) { nextLocation = 3; } string nextScene = string.Format("location_{0}_act_{1}", nextLocation, currentAct); UnityEngine.SceneManagement.SceneManager.LoadScene(nextScene); } else if (playerController.transform.position.x > worldRect.x + worldRect.width - 0.5f) { int currentAct = globals.GetVariableState("act"); playerController.inRoomTransition = 1; if (locationId == 3) { nextLocation = 1; } else if (locationId == 2) { nextLocation = 3; } else if (locationId == 1) { nextLocation = 2; } string nextScene = string.Format("location_{0}_act_{1}", nextLocation, currentAct); UnityEngine.SceneManagement.SceneManager.LoadScene(nextScene); } }
public bool ConditionMeets(string globalId, int desiredState) { return(desiredState == globalKeyItems.GetVariableState(globalId)); }