// Start is called before the first frame update void Start() { LoadBaseSceneManager loadBaseSceneManager = FindObjectOfType <LoadBaseSceneManager>(); if (loadBaseSceneManager.StoryProgression.Value != StoryProgression.EStoryProgression.At_Tutorial) { GameObject tutorial = GameObject.Find("QuickUITutorialCanvas"); tutorial?.SetActive(false); } }
private void Awake() { _timeline = GetComponent <PlayableDirector>(); _salamanderController = FindObjectOfType <SalamanderController>(); _loadBaseSceneManager = FindObjectOfType <LoadBaseSceneManager>(); if (!_salamanderController) { Debug.LogWarning("TriggerCutscene: Unable to find Sally :("); } _pauseButton = GameObject.Find("PauseButton"); }
public void GoToNextScene() { LoadBaseSceneManager loadBaseSceneManager = FindObjectOfType <LoadBaseSceneManager>(); var index = SceneManager.sceneCount; loadBaseSceneManager.UnloadScene(SceneManager.GetSceneAt(index - 1).name); LoadBaseSceneManager.BaseScenes level = FindObjectOfType <LevelEnter>().SelectedScene; loadBaseSceneManager.LoadBaseScene(level); //if (string.IsNullOrEmpty(NextLevelName)) // RestartScene(); //else // SceneManager.LoadScene(NextLevelName); }
private void Start() { Renderer material = GetComponent <Renderer>(); _sceneManager = FindObjectOfType <LoadBaseSceneManager>(); if (!PlayerPrefs.HasKey(gameObject.name)) { CreateKeys(gameObject.name); } else { ReadValues(gameObject.name); } //if (isOpened) ///Can be changed to open door animation when animation and door probs will be finished // material.material.color = Color.green; //else // material.material.color = Color.red; }