void OnTriggerEnter2D(Collider2D other)
 {
     if (other.tag == "Player")
     {
         entered = true;
         hintUIController.toggleHint(transform.position.x, transform.position.y + 3);
     }
 }
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Player")
        {
            entered = true;

            Vector3 hintPos = transform.position + ladderCentre;
            hintUIController.toggleHint(hintPos.x, hintPos.y);
        }
    }
    void Awake()
    {
        hintUIController = GameObject.Find("HintCanvas").GetComponent <ToggleHintUI>();
        hintUIController.toggleHint();

        entered = false;
    }
示例#4
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    // Use this for initialization
    void Awake()
    {
        hintUIController = GameObject.Find("HintCanvas").GetComponent <ToggleHintUI>();
        hintUIController.toggleHint();

        showing   = false;
        dialogBox = GetComponentInChildren <Canvas>();
        origPos   = dialogBox.transform.position;
        hintUIController.toggleDialog(dialogBox);
    }
    void Awake()
    {
        hintUIController = GameObject.Find("HintCanvas").GetComponent <ToggleHintUI>();
        hintUIController.toggleHint();

        ladderTag    = gameObject.tag;
        ladderCentre = new Vector3(transform.localScale.x / 2, 3);

        GameObject player = GameObject.FindGameObjectWithTag("Player");

        playerPosition = player.transform;

        entered = false;
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonUp("Interact") && entered && !pickedup)
        {
            pickedup = true;

            hintUIController.toggleHint();

            GameManager.instance.playersTurn = false;

            // let the player know he/she got a skill
            GameManager.instance.displayNotification("You got a skill scroll!");

            Invoke("ActivateSkill", 0.8f);

            // we can go to next level now
            GameManager.instance.SubLevelComplete = true;

            //TODO: update repository
            gameObject.SetActive(false);

            GameManager.instance.playersTurn = true;
        }
    }