private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { if (possessionCheck) { if (other.GetComponent <PlayerPossession>().itemName == conditionalItem) { changeScene(); Debug.Log(other.GetComponent <PlayerPossession>().itemName); } else { SaySmt.PrepLine("Priest", "Hey, no ghosts allowed!"); SaySmt.PrepLine("Clyde", "I think I need a disguise to get in..."); SaySmt.PlayLines(); } } else if (destinationSwitchId < 0) { SaySmt.Line("", "A mysterious voice tells you to not look back."); SaySmt.prepClose = true; } else { changeScene(); } } }
void WinGame() { winGame = true; gameStarted = false; stationaryCultists.SetActive(false); mobileCultists.SetActive(false); sacrificialBonnie.SetActive(false); music[0].Stop(); music[1].Stop(); music[2].Play(0); SaySmt.PrepLine("Priests", "Noooo the ritual is ruined!!!"); SaySmt.PrepLine("Priests", "We will be back....."); SaySmt.PlayLines(); SaySmt.prepClose = true; }
// Update is called once per frame public void Speak() { if (!spoken && lines.Count > 0) { foreach (var line in lines) { SaySmt.PrepLine(line.speaker != "" ? line.speaker : "", line.message); } SaySmt.PlayLines(); spoken = true; } else { SaySmt.Line(endLine.speaker, endLine.message); } }
void LoseGame() { loseGame = true; gameStarted = false; music[0].Stop(); music[1].Stop(); music[3].Play(0); camera.GetComponent <FollowPlayer>().enabled = false; camera.transform.position = new Vector3(-3, 8, -10); player.GetComponent <PlayerMovement>().speed = 0; director.GetComponent <PlayableDirector>().Play(); sacrificialBonnie.SetActive(false); SaySmt.PrepLine("Demon", "HAHA!"); SaySmt.PrepLine("Demon", "I HAVE BEEN SUMMONED!"); SaySmt.PrepLine("Demon", "DIEEE LITTLE GHOST!"); SaySmt.PlayLines(); SaySmt.prepClose = true; StartCoroutine(PlayerDeath()); }