public void ExitMission() { if (currentMission == 1) { StartCoroutine(sequence.FinishMiniGame1(false)); GameOverCanvas.SetActive(false); } else if (currentMission == 3) { TD_Stats.Lives = 5; TD_Stats.Experience = 10; looseCanvas.SetActive(false); StartCoroutine(sequence.FinishMiniGame3(false)); } }
public void NextNoteDialogueText(string[] dialogues_passed) { Debug.Log("Photo ID is " + PhotoID.ToString()); DialogueIMG.sprite = AllSpeakersIMGID[PhotoID]; current_Dialogue++; DialoguesPassedTemp = dialogues_passed; //Check if we have ran out of dialogues if (current_Dialogue >= dialogues_passed.Length) { if (CurrentDialoguetextTEXT.text == "I should check on the other cells and get the alarm off") { //Passed by the WBC Character Debug.Log("Enteres here"); //Switch Camera and Controls DialogueBoxUI.gameObject.SetActive(false); StartCoroutine(sequencescript.FinishMiniGame1(true)); } PlayerRef.GetComponent <NavMeshPlayerMvt>().enabled = true; Singletons.Instance.AudioScript.CharacterAS.volume = 1f; //To mute running sound //Reset everything if the user decides to click on the Button again DialogueBoxUI.gameObject.SetActive(false); CurrentDialoguetextTEXT.text = " "; current_Dialogue = -1; DialoguesPassedTemp = null; } else { //Dialogues haven't finished PlayerRef.GetComponent <NavMeshPlayerMvt>().playerAgent.ResetPath(); //Stop Agent midway and clear his calculated path PlayerRef.GetComponent <Animator>().SetFloat("speedPercent", 0f); //To stop the running animation Singletons.Instance.AudioScript.CharacterAS.volume = 0f; //To mute running sound PlayerRef.GetComponent <NavMeshPlayerMvt>().enabled = false; Num_of_Dialogues = dialogues_passed.Length; DialogueBoxUI.gameObject.SetActive(true); //For the start level CurrentDialoguetextTEXT.text = dialogues_passed[current_Dialogue]; } }