public override void OnAreaEnter() { if (entered) { return; } entered = true; Logger.Log("Entered M4 Area"); OcuConsoleScreen screen = Common.GetConsoleScreenScript(); screen.QueueMessage("<#1,0,0,1#>Containment Area Light Malfunction.", 0.0f, true, true); screen.QueueMessage("<#1,1,0,1#>Activate Local Lights to Restore Power.", 0.0f, true, true); smc.SetState(lightsoff); }
public override void OnAreaEnter() { if (!isactive) { return; } if (seqNum == 1) { consoleScript.QueueMessage("Laboratory Access Sequence " + seqNum.ToString() + " : <#1,0,0,1#>RED <#0,0,1,1#>BLUE <#0,1,0,1#>GREEN" , 0.0f, true, true); } else { consoleScript.QueueMessage("Laboratory Access Sequence " + seqNum.ToString() + " : <#0,0,1,1#>BLUE <#0,1,0,1#>GREEN <#1,0,0,1#>RED" , 0.0f, true, true); } isactive = false; }
void PassAll() { for (int i = 0; i < allButtons.Count; ++i) { allButtons[i].Pass(); } DoorMain doorMainScript = GetScript <DoorMain>(door); doorMainScript.UnlockDoor(); leftLight.SetDiffuse(SharpMocha.GREEN); rightLight.SetDiffuse(SharpMocha.GREEN); mSound.PlayIndependentEvent("PINPAD_CONFIRM.vente", false, 1); ocuConsole.MiniGameFourPlayerEvent("", "", 0, gameObject, 0, true); ocuConsole.QueueMessage("Subject [REDACTED] : Deduction test completed", 0.0f, false, true); GameObject pz3room = GameObject.GetGameObjectByName("TrapSequenceRoom2"); PuzzleBEnvironmentController pz3ScaryScript = GetScript <PuzzleBEnvironmentController>(pz3room); pz3ScaryScript.finished = true; }
public bool AddPlayerInput(int input, GameObject obj) { if (accessGranted) { return(true); } buttons.Add(obj); playerSequence.Add(input); bool isValidCode = true; for (int i = 0; i < playerSequence.Count; ++i) { if (playerSequence[i] != sequence[i]) { // WRONG INPUT playerSequence.Clear(); isValidCode = false; // consoleScript.QueueMessage("INVALID CODE", 0.0f, false, true); break; } if (i == 2) { //Console.Write("ACCESS GRANTED!"); accessGranted = true; door1Script.UnlockDoor(); door1Script.isOneWayDoor = false; // Do not lock anymore door2Script.UnlockDoor(); lightAtDoor.setEnabled(true); foreach (CLight light in lights) { light.setEnabled(true); } geneticsAccessLeftLight.SetDiffuse(SharpMocha.GREEN); consoleScript.QueueMessage("Access sequence accepted.", 0.0f, false, true); buttons.Clear(); sound.PlayIndependentEvent("BUTTON_GREEN.vente", false, 0); // Access Granted sound // Activate checkpoint at the door checkpointScript.isActive = true; cFace.setEnabled(true); } } // If incorrect, reset all buttons if (!isValidCode) { foreach (GameObject go in buttons) { GenericButton buttonScript = GetScript <GenericButton>(go); if (buttonScript != null) { buttonScript.ResetButton(); } } buttons.Clear(); } return(isValidCode); }
void KillPlayer() { screen.QueueMessage("<#1,0,0,1#>HANDLER CORRUPTION AT FATAL LEVELS.", 0.0f, true, false); Common.GetStealthPlayerCameraScript().Kill(); }
public void M4LightTurnedOn() { if (!firstlight) { OcuConsoleScreen screen = Common.GetConsoleScreenScript(); screen.ChangeHeader("Subject 54"); screen.QueueMessage("ENTERING SUBJECT 54 CONTAINMENT AREA", 0.0f, false, true); screen.QueueMessage("HANDLER PROCEED WITH CAUTION", 0.0f, false, false); screen.QueueMessage("-----------------------", 0.0f, false, false); screen.QueueMessage("Subject 54", 0.0f, false, false); screen.QueueMessage("Class A Lethal", 0.0f, false, false); screen.QueueMessage("Subject exhibits aggressive tendencies.", 0.0f, false, false); screen.QueueMessage("Subject recovered from mainland Russia.", 0.0f, false, false); screen.QueueMessage("after night slaughter of cattle. Cattle", 0.0f, false, false); screen.QueueMessage("covered in unknown substance, lab tests", 0.0f, false, false); screen.QueueMessage("show cows dismembered themselves. ", 0.0f, false, false); screen.QueueMessage("<#0,0,1,1#>HANDLER CORRUPTION LEVEL WILL BE TRACKED", 0.0f, true, false); screen.QueueMessage("<#0,0,1,1#>FOR DURATION OF EXPOSURE.", 1.0f, true, false); GetScript <Monster4Logic>(GameObject.GetGameObjectByName("Monster3")).IsActive = true; } firstlight = true; M4LightsToTurnOff--; Logger.Log("Lights Left for M4: " + M4LightsToTurnOff.ToString()); if (M4LightsToTurnOff == 0) { //ooga booga, you beat the boss-a smc.SetState(lightson); GetScript <Monster4Logic>(GameObject.GetGameObjectByName("Monster3")).Kill(); } }