using System.Collections; using System.Collections.Generic; using System.Diagnostics; using UnityEngine; using Debug = UnityEngine.Debug; public class TriggerButton : MonoBehaviour { public GameObject Boss; public GameObject NextBrick; public GameObject[] FallWall; public GameObject[] Spike; public AudioSource Sound; public AudioSource PlaySound; public GameObject Cam; public AudioClip FWS; public AudioClip SS; public Animator Animator; public int TriggerID; private void Start() { PlaySound = Cam.GetComponent(); } private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { switch (TriggerID) { case 0: Boss.gameObject.GetComponent().SetTrigger("StartBoss"); Up(); Destroy(this.gameObject); break; case 1: Down(); Debug.Log("S"); for (int i = 15; i < 28; i++) { Debug.Log(i); SpikeAtack(i); Sound.Play(); } Up(); break; case 2: Down(); for(int i = 0; i < 14; i++) { SpikeAtack(i); } Up(); break; case 3: Down(); FallWallDown(1); FallWallDown(3); Up(); break; case 4: Down(); FallWallDown(2); for(int i = 7; i < 21; i++) { SpikeAtack(i); } Up(); break; case 5: Down(); for(int i = 0; i < 28; i++) { SpikeAtack(i); } Up(); break; case 6: Down(); FallWallDown(1); FallWallDown(2); FallWallDown(3); Up(); break; case 7: Down(); FallWallDown(1); FallWallDown(3); for (int i = 7; i < 21; i++) { SpikeAtack(i); } Up(); break; case 8: Down(); FallWallDown(2); for(int i = 1; i < 7; i++) { SpikeAtack(i); } for (int i = 21; i < 28; i++) { SpikeAtack(i); } Up(); break; case 9: Down(); FallWallDown(1); FallWallDown(2); FallWallDown(3); FallWallDown(4); for (int i = 1;i < 28; i++) { SpikeAtack(i); } Boss.gameObject.GetComponent().SetTrigger("End"); break; } } } void SpikeAtack(int SN) { Debug.Log(SN); Spike[SN].gameObject.GetComponent().SetTrigger("SpikeAttack"); PlaySound.clip = SS; PlaySound.Play(66000); } void FallWallDown(int NW) { FallWall[NW].gameObject.GetComponent().SetTrigger("WallFall"); PlaySound.clip = FWS; PlaySound.Play(77100); } private void Down() { GetComponent().SetTrigger("Down"); } private void Up() { NextBrick.gameObject.GetComponent().SetTrigger("Up"); Debug.Log("Up") ; } }