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FollowPlayer.cs
FollowPlayer.cs 3.40 KiB
using System.Collections.Generic;
using BigSock.Interact;
using Cinemachine;
using UnityEngine;
namespace Bigsock
{
public class FollowPlayer : MonoBehaviour
{
[SerializeField]
private NeighbourMapGenerator neighborMapGenerator;
[SerializeField]
private CinemachineConfiner2D cameraMap;
private int levels = 1;
Vector3 offset = new Vector3(0, 0, -10);
int i = 0;
GameObject[] boss;
GameObject player;
GameObject[] enemies;
GameObject[] Chest;
List<GameObject> chests;
GameObject stair;
private int roomNr = 0;
bool stairs_down;
void Start()
{
chests = new List<GameObject>();
neighborMapGenerator.RunProceduralGeneration();
player = GameObject.Find("BigSock");
stair = GameObject.Find("Stairs(Clone)");
Chest = GameObject.FindGameObjectsWithTag("Chest");
foreach(GameObject c in Chest)
{
chests.Add(c);
c.SetActive(false);
}
stairs_down = stair.GetComponent<Stairs>().stairs_touch;
stair.SetActive(false);
}
void LateUpdate()
{
boss = GameObject.FindGameObjectsWithTag("Boss");
enemies = GameObject.FindGameObjectsWithTag((roomNr).ToString());
if (boss.Length == 0 && levels <= 1)
{
stair.SetActive(true);
stairs_down = stair.GetComponent<Stairs>().stairs_touch;
}
if (stairs_down)
{
roomNr = 0;
foreach(GameObject c in chests)
{
DestroyImmediate(c);
}
DestroyImmediate(stair);
chests.Clear();
TilemapGenerator.resetMaps();
TilemapGenerator.SetRoomIDZero();
player.transform.position = new Vector3(9,5,0);
neighborMapGenerator.RunProceduralGeneration();