void OnTriggerEnter2D(Collider2D other) { Debug.Log(other.name); if (other.name == "CEO") { TurnOnMessage(other); } else if (other.name.Contains("ChairTriggerFront")) { this.gameObject.transform.position = other.transform.position; characterSprites.SetDownSprite(); this.gameObject.GetComponent <EdgeCollider2D>().enabled = false; this.spriteRenderer.sortingLayerName = "OnChair"; Status = walking.passive; passiveWalkTime = 5f; } else if (other.name.Contains("ChairTriggerBack")) { this.gameObject.transform.position = new Vector3(other.transform.position.x, other.gameObject.transform.position.y + 0.070f, other.transform.position.x); characterSprites.SetUpSprite(); this.gameObject.GetComponent <EdgeCollider2D>().enabled = false; this.spriteRenderer.sortingLayerName = "OnChair"; Status = walking.passive; passiveWalkTime = 5f; } }
private void button2_Click(object sender, EventArgs e) { // dog.isMyDog(); //walking wForm = new walking(); //wForm.Show(); //this.Hide(); walking b_Form = new walking(); b_Form.Show(); this.Hide(); }
// Start is called before the first frame update void Start() { player = FindObjectOfType <walking>(); if (textFile != null) // if there is a text file to look at { textLines = (textFile.text.Split('\n')); // seperate them by \n, which means by space enter } if (endAtLine == 0) // if you just started talking to the npc { endAtLine = textLines.Length - 1; // start at line one (remember unity starts at 0) } if (isActive) // if the textbox is active { EnableTextBox(); } else { DisableTextBox(); } }
void Update() { if (isWalking && Status == walking.active) { walkCounter -= Time.deltaTime; if (walkCounter <= 0) { isWalking = false; waitCounter = waitTime; } switch (walkDirection) { // Up case 0: myRigidBody.velocity = new Vector2(0, moveSpeed); characterSprites.SetUpSprite(); break; // Right case 1: myRigidBody.velocity = new Vector2(moveSpeed, 0); characterSprites.SetRightSprite(); break; // Down case 2: myRigidBody.velocity = new Vector2(0, -moveSpeed); characterSprites.SetDownSprite(); break; // Left case 3: myRigidBody.velocity = new Vector2(-moveSpeed, 0); characterSprites.SetLeftSprite(); break; } moveSpeed = 1f * Random.Range(0.5f, 0.8f); walkTime = 1f * Random.Range(0.5f, 0.8f); } else { waitCounter -= Time.deltaTime; myRigidBody.velocity = Vector2.zero; if (waitCounter < 0) { chooseDirection(); } } if (Status == walking.passive) { passiveWalkTime -= Time.deltaTime; if (passiveWalkTime < 0) { this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + 0.5f, this.gameObject.transform.position.y + 0.5f, this.gameObject.transform.position.x); Status = walking.active; this.gameObject.GetComponent <EdgeCollider2D>().enabled = true; } } }