using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Door : MonoBehaviour { public GameObject Player; public float playerAlpha = 1; public GameController gc; public SceneController sc; // Use this for initialization void Start() { sc = GameObject.FindGameObjectWithTag("SceneController").GetComponent(); gc = GameObject.FindGameObjectWithTag("GameController").GetComponent(); } // Update is called once per frame void Update() { sc = GameObject.FindGameObjectWithTag("SceneController").GetComponent(); gc = GameObject.FindGameObjectWithTag("GameController").GetComponent(); if (Player != null) { StartCoroutine(FadeOff()); Player.GetComponent().material.color = new Color(255,255, 255, playerAlpha); Player.GetComponent().enabled = false; Player.GetComponent().enabled = false; Player.GetComponent().haveGun = false; //Player.GetComponent().enabled = false; Player.transform.position = new Vector3(Mathf.Lerp(Player.transform.position.x, this.transform.position.x,2*Time.deltaTime), Player.transform.position.y , Player.transform.position.z); if (playerAlpha <= 0) { gc.NextLevel = gc.NextLevel + 1; gc.Save(); SceneManager.LoadScene("InterStage", LoadSceneMode.Single); } } } private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Player") { Player = collision.gameObject; } } IEnumerator FadeOff() { yield return playerAlpha = playerAlpha - 0.01f; } }