88 lines
2.3 KiB
C#
88 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System;
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using System.Diagnostics;
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using Debug = UnityEngine.Debug;
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public class ChangeScene : MonoBehaviour
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{
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float x, y, z;
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private Animator myanim;
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public void MoveToScene(int sceneID)
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{
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SceneManager.LoadScene(sceneID);
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}
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public void MoveToSceneFirst(int sceneID)
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{
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//Scene current = SceneManager.GetActiveScene();
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//Debug.Log(PlayerPrefs.HasKey("HER"));
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if (!PlayerPrefs.HasKey("SceneSaved"))
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{
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SceneManager.LoadScene(5);
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}
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else
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{
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SceneManager.LoadScene(sceneID);
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}
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}
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void Start(){
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}
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private void Awake()
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{
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}
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private void Update()
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{
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}
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private IEnumerator WaitForAnimationAndMoveToScene(float waitTime, Collision2D collision)
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{
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while (true)
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{
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yield return new WaitForSeconds(waitTime);
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Debug.Log("BEFORE");
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collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
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Debug.Log("AFTER");
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}
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}
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// method is invoked only when script is assign to the player prefab object
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public void OnCollisionEnter2D(Collision2D collision)
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{
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if(collision.gameObject.tag == "SceneTransition")
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{
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if(collision.gameObject.GetComponent<DoorBehaviour>() != null && !collision.gameObject.GetComponent<DoorBehaviour>().isEnabled)
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{
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Debug.Log("Door are not enabled");
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return;
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}
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else if (collision.gameObject.GetComponent<AnimatedDoorBehaviour>() != null && !collision.gameObject.GetComponent<AnimatedDoorBehaviour>().isEnabled)
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{
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Debug.Log("Door are not enabled");
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return;
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}
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collision.gameObject.GetComponent<DoorBehaviour>().ScenetToMoveTo();
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}
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if(collision.gameObject.tag == "AnimatedDoorSceneTransition")
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{
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Debug.Log("Starting coroutine");
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Debug.Log(TriggerDoor.ableToOpen);
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if (TriggerDoor.ableToOpen)
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{
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StartCoroutine(WaitForAnimationAndMoveToScene(0.3f, collision));
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}
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}
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}
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} |