void HeardSequenceChanged(GameEnums.GameSequenceType argGST) { switch (argGST) { case GameEnums.GameSequenceType.GameStart: _seqMNGR.gamestarted = true; #if DebugOn print("startgame"); #endif FirstTime = false; //just kill the first time in chack floorupon arrival _sessionMNGR.AddFloorVisitFloorsVisitedINThisSession(_floorsmngr.Get_curFloor().FloorNumber); _curDweller = _floorsmngr.GetCurFloorDweller(); _curDeliveryItem = _curDweller.GetMyItemManager().GetItem_LR(GameEnums.AnimalCharacterHands.Right); _ContextItem = _curDeliveryItem; _seqMNGR.InitAllPointsAccordingToCurFloor(_floorsmngr.Get_curFloor(), _bellHop, GameEnums.SequenceType.sq_FIRST, 0); _cam.m_Text_Game.text = "Hello !"; //_cam.m_Text_Game.text = _StoryTextGen.SimpleRiddle_takethisto(_ContextItem, _floorsmngr.Get_curFloor().FloorNumber, _sessionMNGR.GetFloorsVisitedINThisSession()); _floorsmngr.HideShowAllBarriers(false); _curDweller.IsCurentFloorAnimal = true; _seqMNGR.StartSequence(); break; case GameEnums.GameSequenceType.ReachedFloor: #if DebugOn print("reachedfloor"); #endif _floorsmngr.HideShowAllBarriers(false); CheckFloorStatusUponArrival(); break; case GameEnums.GameSequenceType.DoorsOppned: #if DebugOn if (GameSettings.Instance.ShowDebugs) { print("doorsOpened"); } #endif break; case GameEnums.GameSequenceType.FloorActionsFinished: #if DebugOn print("action floor finished"); #endif break; case GameEnums.GameSequenceType.PlayerInputs: // _ContextItem = _bellHop.Get_CurHeldObj(); IsAllowKeypad = true; _cam.numkeypad.SetButtonColor(Color.green); break; case GameEnums.GameSequenceType.DoorsClosed: #if DebugOn // print("here"); #endif _curDweller.IsCurentFloorAnimal = false; _floorsmngr.UpdateCurFloorDest(_requestedFloor); //_cam.m_Text_Game.text = ""; break; case GameEnums.GameSequenceType.GameEnd: SceneManager.LoadScene("DeliveryStart"); break; } }