public override void OnStart() { base.OnStart(); GameObject room = GameObject.GetGameObjectByName("TrapSequenceRoom2"); envScript = GetScript <PuzzleBEnvironmentController>(room); }
public void OnStart() { CMeshRenderer mesh = gameObject.RequireComponent <CMeshRenderer>(); mesh.setEnabled(false); GameObject room = GameObject.GetGameObjectByName(_name); PuzzleBEnvironmentController envScript = GetScript <PuzzleBEnvironmentController>(room); envScript.AddSpawnZone(_region, this); _transform = gameObject.RequireComponent <CTransform>(); Vector3 pos = _transform.GetPosition(CTransform.TransformSpace.GLOBAL); Vector3 scale = _transform.scale; position = _transform.GetPosition(CTransform.TransformSpace.GLOBAL); minZ = pos.Z - scale.Z * 0.5f; maxZ = pos.Z + scale.Z * 0.5f; minX = pos.X - scale.X * 0.5f; maxX = pos.X + scale.X * 0.5f; y = pos.Y; }
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 void MiniGameFourPlayerEvent(string gameString, string seqText, int buttonIndex, GameObject buttonObj, int currHeight, bool isUnlocked) { if (isUnlocked) { // If the door is unlocked, then game has ended. QueueMessage("Access Granted. Door Opening...", 0.0f, false, true); ResetToDefaultState(); } else { if (currEvent != CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS) // First time trigger into minigame { GameObject pz3room = GameObject.GetGameObjectByName("TrapSequenceRoom2"); PuzzleBEnvironmentController pz3ScaryScript = GetScript <PuzzleBEnvironmentController>(pz3room); pz3ScaryScript.activated = true; savedObject = buttonObj; // Save the last pressed button, so surveillance player can input into that button ChangeHeader("DOOR SYSTEM:"); QueueMessage("Door Access Requested. \\nUnlock Sequence Initiating...", 0.0f, false, true); QueueMessage("<#1,1,0,1#>Yellow " + Common.ConvertColorToStringTag(mColorOfText) + "external input required.", 0.6f, true, false); currEvent = CONSOLE_EVENT.MINIGAME_FOUR_PLAYERS; GameObject sequenceText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 sequencePos = mCenterPosForText; sequencePos.X += 2.4f; sequencePos.Y += 1.5f; sequenceText.transform.SetPosition(sequencePos); CFontRenderer sequenceTextFont = sequenceText.GetComponent <CFontRenderer>(); sequenceTextFont.mText = "Code Sequence: \\n3A - 6C - 5D - 3B"; sequenceTextFont.mFontScale = 0.0032f; sequenceTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED; sequenceTextFont.mNewlineSpacing = 1.1f; GameObject currButtonText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 currButtonPos = sequencePos; currButtonPos.X += 0.4f; currButtonPos.Y -= 0.7f; currButtonText.transform.SetPosition(currButtonPos); CFontRenderer currButtonTextFont = currButtonText.GetComponent <CFontRenderer>(); //currButtonTextFont.mText = "Sequence A: "; currButtonTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.RIGHT_JUSTIFIED; currButtonTextFont.mNewlineSpacing = 1.1f; // Create game screen column itself GameObject headerText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 headerPos = currButtonPos; headerPos.X += 0.05f; headerText.transform.SetPosition(headerPos); CFontRenderer headerTextFont = headerText.GetComponent <CFontRenderer>(); headerTextFont.mFontScale = 0.003f; headerTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.LEFT_JUSTIFIED; headerTextFont.mNewlineSpacing = 1.5f; // Create "Input ..." feedback at the btm GameObject btmText = ObjectFactory.getInstance().Instantiate(Common.nameForFixedWidthText); Vector3 btmPos = sequencePos; btmPos.Y = headerPos.Y - 2.0f; btmText.transform.SetPosition(btmPos); CFontRenderer btmTextFont = btmText.GetComponent <CFontRenderer>(); btmTextFont.mText = "Touch to enter your input"; btmTextFont.mJustification = CFontRenderer.FONT_JUSTIFICATION.CENTER_JUSTIFIED; btmTextFont.mFontScale = 0.002f; // Create divider GameObject dottedLine = CreateDividerText(); mExtraTexts.Add(headerText); mExtraTexts.Add(btmText); mExtraTexts.Add(dottedLine); mExtraTexts.Add(sequenceText); mExtraTexts.Add(currButtonText); } // Update minigame based on what is keyed in CFontRenderer textFont = mExtraTexts[0].GetComponent <CFontRenderer>(); textFont.mText = gameString; // Update the main game column textFont = mExtraTexts[4].GetComponent <CFontRenderer>(); // the current button text CFontRenderer headerSeqFont = mExtraTexts[3].GetComponent <CFontRenderer>(); if (buttonIndex == -1) { textFont.mText = seqText; string headerSeqText = "Code Sequence: \\n3A - 6C - 5D - 3B"; headerSeqFont.mText = headerSeqText; // Reset code sequence coloring when got it wrong } else { string headerSeqText = ""; bool toChangeText = false; switch (buttonIndex) { case 0: // A is done if (currHeight == 3) { toChangeText = true; headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A<#1,1,1,1#> - 6C - 5D - 3B"; } break; case 2: // C is done if (currHeight == 6) { toChangeText = true; headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C<#1,1,1,1#> - 5D - 3B"; } break; case 3: // D is done if (currHeight == 5) { toChangeText = true; headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C - 5D<#1,1,1,1#> - 3B"; } break; case 1: // B is done if (currHeight == 3) { toChangeText = true; headerSeqText = "Code Sequence: \\n<#0,1,0,1#>3A - 6C - 5D - 3B"; } break; } if (toChangeText) { headerSeqFont.mText = headerSeqText; } textFont.mText = "Sequence " + seqText + ": "; } eventState2 = currHeight; eventState = buttonIndex; } }
public override void OnStart() { base.OnStart(); GameObject room = GameObject.GetGameObjectByName("TrapSequenceRoom2"); envScript = GetScript<PuzzleBEnvironmentController>(room); }