public void Switch() { foreach (string objectName in objectsToDeactivate) { GameObject gameObject = DoFind(objectName); if (gameObject != null) { SeamlessSceneLoader loader = gameObject.GetComponentInChildren <SeamlessSceneLoader>(); if (loader != null) { loader.Unload(); } gameObject.SetActive(false); } } foreach (string objectName in objectsToActivate) { GameObject gameObject = DoFind(objectName); if (gameObject != null) { gameObject.SetActive(true); } } for (int i = 0; i < charactersToBan.Length; i++) { BehaviorTreeController character = charactersToBan[i]; if (character.isActiveAndEnabled) { character.TeleportToBan(ban, Vector3.forward * i); } } }
private void Deactivate() { if (sceneToUnload != null) { sceneController.RemoveSeamlessScene(sceneToUnload); } foreach (string objectName in objectsToDeactivate) { GameObject gameObject = SceneGraphSearch.Find(objectName); if (gameObject != null) { SeamlessSceneLoader loader = gameObject.GetComponentInChildren <SeamlessSceneLoader>(); if (loader != null) { loader.Unload(); } gameObject.SetActive(false); } } }