using System.Collections; using UnityEngine; public class LandingArea : Goal { protected bool m_landed; public Texture2D m_activeTexture; public Texture2D m_inactiveTexture; public override void OnGoalEnter() { if (!m_landed) { m_landed = true; StartCoroutine(ContraptionHasLanded()); } } private IEnumerator ContraptionHasLanded() { if (WPFMonoBehaviour.levelManager.EggsCollected > 0) { base.renderer.material.mainTexture = m_activeTexture; yield return new WaitForSeconds(0.5f); base.renderer.material.mainTexture = m_inactiveTexture; yield return new WaitForSeconds(0.8f); base.renderer.material.mainTexture = m_activeTexture; yield return new WaitForSeconds(0.5f); base.renderer.material.mainTexture = m_inactiveTexture; yield return new WaitForSeconds(0.8f); Pig pig = Object.FindObjectOfType(typeof(Pig)) as Pig; Debug.Log(Vector3.Distance(pig.transform.position, base.transform.position)); if (Vector3.Distance(pig.transform.position, base.transform.position) < 4f) { base.renderer.material.mainTexture = m_activeTexture; StartCoroutine(WPFMonoBehaviour.levelManager.LevelCompleted()); StartCoroutine(pig.PlayLaughterAnimation()); } else { m_landed = false; base.renderer.material.mainTexture = m_inactiveTexture; } } else { m_landed = false; } } }