private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { GameManager.i().lastCheckpoint = gameObject; facingDirection = GameManager.i().playerWolf.getFacingDirection(); } }
void Start() { moveTimer = 0; offsetDirection = Wolf.FacingDir.UP_RIGHT; initialOffset = offsetUpRight; currentOffset = offsetUpRight; finalOffset = offsetUpRight; }
/** * Checks to see if this turn trigger lets objects turn to face the intended direction. * Returns true if this turn trigger will allow the object to face the intended direction. */ public bool allowsDirection(Wolf.FacingDir direction) { switch (direction) { case Wolf.FacingDir.UP_RIGHT: return(allowUpRight); case Wolf.FacingDir.UP_LEFT: return(allowUpLeft); case Wolf.FacingDir.DOWN_RIGHT: return(allowDownRight); case Wolf.FacingDir.DOWN_LEFT: return(allowDownLeft); default: Debug.LogWarning("Unknown direction in Turn.allowsDirection: " + direction + "."); return(false); } }
/** * Changes the camera's offset from the target so that the camera shows area * forward of the direction being faced. * @param Wolf.FacingDir Direction camera should reference to offset from * the camera. */ public void SetOrientation(Wolf.FacingDir newDirection) { if (offsetDirection == newDirection) { return; } moveTimer = changePositionDuration; initialOffset = currentOffset; offsetDirection = newDirection; switch (offsetDirection) { case Wolf.FacingDir.UP_RIGHT: finalOffset = offsetUpRight; break; case Wolf.FacingDir.UP_LEFT: finalOffset = offsetUpLeft; break; case Wolf.FacingDir.DOWN_RIGHT: finalOffset = offsetDownRight; break; case Wolf.FacingDir.DOWN_LEFT: finalOffset = offsetDownLeft; break; } }