void Trigger() { seen = true; instructMan.changeInstructions(textTrigger); // originally worked via tag but I didn't want to flood the tag dropdown with all of the tutorials we may need //Debug.Log("Trigger hit"); }
/// <summary> /// Executes fade out to a different zone /// </summary> /// <param name="_nextZone">The next zone to move to</param> /// <param name="newXCoordinate">Where to move the player to</param> public void ChangeZone(Zone _nextZone) { phase = TransitionPhase.FadingOut; nextZone = _nextZone; instructMan.changeInstructions("Off"); // turn off any lingering tutorials //newPlayerXCoordinate = newXCoordinate; if (_nextZone.zone == ZoneNames.Battlefield) { //triggered combat music will be high intensity, ambient music will be "GreatThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 1); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 3); } if (_nextZone.zone == ZoneNames.PrincessRescue) { //triggered combat music will be high intensity, ambient music will be "GreatThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 3); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 5); } if (_nextZone.zone == ZoneNames.ShadowTerritoryStage2) { //triggered combat music will be high intensity, ambient music will be "GreatThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 3); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 5); } if (_nextZone.zone == ZoneNames.WarZone) { //triggered combat music will be low intensity, ambient music will be "MildThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 1); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 3); } if (_nextZone.zone == ZoneNames.TrueHumanStage1) { //triggered combat music will be low intensity, ambient music will be "Sadness" AkSoundEngine.SetRTPCValue("CombatIntensity", 1); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 1); } if (_nextZone.zone == ZoneNames.ShadowTerritoryStage1) { //triggered combat music will be low intensity, ambient music will be "Wonder" AkSoundEngine.SetRTPCValue("CombatIntensity", 1); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 2); } if (_nextZone.zone == ZoneNames.FortressKeep) { //triggered combat music will be medium intensity, ambient music will be "MediumThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 2); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 4); //Sets the correct ending EndingVariables.endNumber = 1; } if (_nextZone.zone == ZoneNames.HumanTerritoryStage1) { //triggered combat music will be medium intensity, ambient music will be "MediumThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 2); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 4); } if (_nextZone.zone == ZoneNames.HumanTerritoryStage2) { //triggered combat music will be high intensity, ambient music will be "GreatThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 3); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 5); } if (_nextZone.zone == ZoneNames.ThroneRoom) { //triggered combat music will be high intensity, ambient music will be "GreatThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 3); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 5); //Sets the correct ending EndingVariables.endNumber = 2; } if (_nextZone.zone == ZoneNames.WarZoneStage2) { //triggered combat music will be medium intensity, ambient music will be "MediumThreat" AkSoundEngine.SetRTPCValue("CombatIntensity", 2); AkSoundEngine.SetRTPCValue("AmbientMusicMood", 4); } }