private void OnTriggerEnter(Collider other) { if (other.gameObject.layer == 20) { checkpointManager = GameObject.Find("CheckPoint_Manager").GetComponent <Checkpoint_Manager>(); player = checkpointManager.player; PushPlayer(); } }
public void ChangeSettings() { persistentValues = GameObject.Find("Persistent_Values").GetComponent<Variables_To_Save>(); //Player. persistentValues.currentPlayerPrefab = currentPlayer; Checkpoint_Manager manager = GameObject.Find("CheckPoint_Manager").GetComponent<Checkpoint_Manager>(); manager.player = persistentValues.playerPrefabs[currentPlayer]; //Camera change. persistentValues.cameraPrefab.GetComponent<MFreeLookCamera>().m_Target = persistentValues.playerPrefabs[currentPlayer].transform; //Skybox. RenderSettings.skybox = cubeMap; DynamicGI.UpdateEnvironment(); for (int i = 0; i <= persistentValues.skyboxes.Length - 1; i++) { if(cubeMap == persistentValues.skyboxes[i]) { persistentValues.currentSkybox = i; } } //Light Source. persistentValues.lights[chooseLight].SetActive(true); persistentValues.currentLight = chooseLight; for(int i = 0; i <= persistentValues.lights.Length - 1; i++) { if(persistentValues.lights[i] != persistentValues.lights[chooseLight]) { persistentValues.lights[i].SetActive(false); } } //Fall triggers. persistentValues.fallTriggers[fallTriggers].SetActive(true); persistentValues.currentFallTriggers = fallTriggers; for (int i = 0; i <= persistentValues.fallTriggers.Length - 1; i++) { if (persistentValues.fallTriggers[i] != persistentValues.fallTriggers[fallTriggers]) { persistentValues.fallTriggers[i].SetActive(false); } } }