private IEnumerator DisableSchedule()
        {
            PersistentDataManager.SetDirty(this);

            //Wait for seconds before disable because if we disable this gameobject to soon, the coroutines will be interrupted
            yield return(new WaitUntil(() => (!m_OrthoSizeChanging && !m_FollowPointChanging)));

            gameObject.SetActive(false);
        }
        void OnTriggerEnter2D(Collider2D other)
        {
            if (!targetLayers.Contains(other.gameObject))
            {
                return;
            }


            if (triggerType == TriggerType.Once && m_AlreadyTriggered)
            {
                return;
            }

            director.Play();
            m_AlreadyTriggered = true;
            PersistentDataManager.SetDirty(this);
            OnDirectorPlay.Invoke();
            Invoke("FinishInvoke", (float)director.duration);
        }
Beispiel #3
0
 public void Save()
 {
     PersistentDataManager.SetDirty(this);
 }
 public void OverrideAlreadyTriggered(bool alreadyTriggered)
 {
     m_AlreadyTriggered = alreadyTriggered;
     PersistentDataManager.SetDirty(this);
 }