public GameObject barricade; // for testing, might change later // TODO persistent trigger to store being dropped // Use this for initialization void Start() { dialogueManager = FindObjectOfType <DialogueManager>(); actor = GetComponent <DialogueActor>(); trigger = GetComponent <PersistentTrigger>(); if (trigger.Triggered) { SetBarricadeDown(); } }
private void Start() { wasBroken = GetComponent <PersistentTrigger>(); if (wasBroken.Triggered) { BreakRoadblock(); } else { roadblockBefore.SetActive(true); roadblockAfter.SetActive(false); } }
private void Awake() { encounterWon = GetComponent <PersistentTrigger>(); }
// Use this for initialization void Start() { dialogueManager = FindObjectOfType <Dialogue.DialogueManager>(); m_actorDict = actors.ToDictionary(); trigger = GetComponent <PersistentTrigger>(); }