//grab this IEnumerator ActivateRoom(Transform player) { RoomManager.gameSetupComplete = false; RoomGeneration parentRoom = GetComponentInParent <RoomGeneration> (); parentRoom.SetActive(true); CameraController cam = FindObjectOfType <CameraController> (); cam.MoveCamera(transform.position); Vector3 playerStartPos = player.transform.position; BulletWeapon[] bullets = FindObjectsOfType <BulletWeapon> (); foreach (BulletWeapon bullet in bullets) { Destroy(bullet.gameObject); } float distance = Vector3.Distance(transform.position, player.position); float endDistance = Vector3.Distance(transform.position, player.position) - 1.5f; while (distance > endDistance) { player.transform.position = Vector3.MoveTowards(player.transform.position, transform.position, 2 * Time.deltaTime); distance = Vector3.Distance(transform.position, player.position); yield return(null); } RoomManager.gameSetupComplete = true; }
private void OnTriggerExit2D(Collider2D collision) { if (collision.gameObject.name == "Player") { RoomGeneration parentRoom = GetComponentInParent <RoomGeneration> (); parentRoom.SetActive(false); } }