public void HeadSwap() { Alive = !Alive; if (Alive) { Head.GetComponent <DissolveScript>().AnimateIn(); Skull.GetComponent <DissolveScript>().AnimateOut(); } else { Head.GetComponent <DissolveScript>().AnimateOut(); Skull.GetComponent <DissolveScript>().AnimateIn(); } Canvas.GetComponent <CountDownTimer>().resetTimer(); }
//Initialize a random map public void InitializeRandomMap() { //Choosing each tile type for each place in the map for (int y = 0; y < labSize; ++y) { for (int x = 0; x < labSize; ++x) { Tile tileRef; if (x == 0) { if (y == 0) { tileRef = tileCornerDownLeft; } else if (y == labSize - 1) { tileRef = tileCornerUpLeft; } else { tileRef = FindRandomTileInList(tilesBorderLeft); } } else if (x == labSize - 1) { if (y == 0) { tileRef = tileCornerDownRight; } else if (y == labSize - 1) { tileRef = tileCornerUpRight; } else { tileRef = FindRandomTileInList(tilesBorderRight); } } else if (y == 0) { tileRef = FindRandomTileInList(tilesBorderDown); } else if (y == labSize - 1) { tileRef = FindRandomTileInList(tilesBorderUp); } else { tileRef = FindRandomTile(); } //Adding random difficulty to tile Skull skullRef = skulls[Random.Range(0, skulls.Length)]; //Instantiating and resizing //Tile Vector3 pos = GetTilePosFromIndex(GetTileIndexFromCoordinates(new Vector2Int(x, y))); Tile tile = Instantiate(tileRef, pos, Quaternion.identity); tile.GetComponent <Transform>().localScale = new Vector3(tileScale, tileScale); //Skulls Skull skull = Instantiate(skullRef, pos, Quaternion.identity); skull.GetComponent <Transform>().localScale = new Vector3(skullScale, skullScale); //Keeping tile map info labyrinthTiles.Add(tile); labyrinthSkulls.Add(skull); } } //Player Vector3 pos2 = GetTilePosFromIndex(0); player = Instantiate(playerRef, pos2, Quaternion.identity); player.GetComponent <Transform>().localScale = new Vector3(playerScale, playerScale); //Enemy pos2 = GetTilePosFromIndex(labSize * labSize - 1); enemy = Instantiate(enemyRef, pos2, Quaternion.identity); enemy.GetComponent <Transform>().localScale = new Vector3(enemyScale, enemyScale); enemyNextPos = enemy.pos; enemyNextDifficulty = 0; //Trace trace = Instantiate(traceRef); isGameOver = false; }