private void OnTriggerEnter2D(Collider2D collision) { if (WorldVariables.eventos[eventNumber]) { WorldVariables.eventos[eventNumber] = false; WorldVariables.StartDialogue(eventNumber); } }
void Start() { if (WorldVariables.firstRoomStart) { playerGO.transform.position = new Vector3(90, -72, 0); WorldVariables.firstRoomStart = false; WorldVariables.StartDialogue(0); } else { playerGO.transform.position = new Vector3(-120, -72, 0); playerGO.GetComponent <PlayerState>().direction = 1; } WorldVariables.level1Position = 5; }
void Start() { if (WorldVariables.level1Start) { WorldVariables.StartDialogue(1); WorldVariables.level1Start = false; } if (WorldVariables.level1Position == 5) { playerT.position = room5Pos; } else if (WorldVariables.level1Position == 4) { playerT.position = room4Pos; } else if (WorldVariables.level1Position == 7) { playerT.position = room7Pos; } else if (WorldVariables.level1Position == 8) { playerT.position = room8Pos; } else if (WorldVariables.level1Position == 6) { playerT.position = room6Pos; } else if (WorldVariables.level1Position == 0) { playerT.position = electricity; } else if (WorldVariables.level1Position == 1) { playerT.position = stairs; } }
private void OnLevelWasLoaded(int level) { canSleep = true; WorldVariables.IncrementCurrentDay(); }
// Update is called once per frame void Update() { day = "Day:" + WorldVariables.GetCurrentDay(); text.text = day; }