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MediumD.cs
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MediumD.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class MediumD : MonoBehaviour
{
public MenuButtonController controller;
public GameObject loadobj;
public Animator animator;
public TextMeshProUGUI TextBox;
[SerializeField] int thisIndex;
bool runfunc;
public bool invoked;
// Start is called before the first frame update
void Start()
{
for(int childno = 1; childno <= gameObject.transform.parent.childCount; childno++){
if(gameObject.transform.parent.GetChild(childno-1).transform == gameObject.transform){
thisIndex = childno-1;
break;
}
}
}
void Update()
{
if(livegamedata.paused){
return;
}
if(controller.index == thisIndex)
{
TextBox.text = "This dungeon type is fairly large and will need some advanced weaponry to finish, this includes one bossfight";
animator.SetBool ("selected", true);
if(Input.GetKey(KeyCode.Space) && runfunc != true){
animator.SetBool ("pressed", true);
controller.reservesoundtime = false;
if(!invoked){
invoked = true;
Invoke("FuncAfterAnim", animator.GetCurrentAnimatorStateInfo(0).speed * animator.GetCurrentAnimatorStateInfo(0).length);
}
}
}else{
animator.SetBool ("selected", false);
}
if(runfunc){
loadobj.GetComponent<loadscene>().startanim();
gameObject.transform.parent.GetComponentInParent<MyOwnBoard>().MakeDungeon(0,500,500,16,16,2);
loadobj.GetComponent<loadscene>().stopanim();
runfunc = false;
}
}
void Sound(AudioClip sound){
controller.PlaySound(sound);
}
void FuncAfterAnim(){
controller.reservesoundtime = true;
animator.SetBool ("pressed", false);
runfunc = true;
invoked = false;
}
}