// Start is called before the first frame update void Awake() { nextLevel = GetComponent <NextLevelTrigger>(); data = new NextLevelTriggerObjectData { triggers = nextLevel.requiredConditionsState }; //get/set }
public override void setLoadData(object obj) { if (nextLevel == null) { nextLevel = GetComponent <NextLevelTrigger>(); } data = (NextLevelTriggerObjectData)obj; nextLevel.requiredConditionsState = data.triggers; Debug.Log("data.triggers:" + data.triggers); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // trigger success dialog // at end of dialog open gate / shine light for next area Dialog dialog = FindObjectOfType <BossController>().SuccessDialog; FindObjectOfType <GameStateManager>().DisableMovement = true; _dialogManager = DialogManager.Instance; _dialogManager.EndBattle += StartLoadingNewScene; _sceneLoader = FindObjectOfType <NextLevelTrigger>(); _sceneLoader.Active = true; FindObjectOfType <DialogManager>().StartDialog(dialog, "END"); }