private void OnTriggerExit(Collider other) { if (IsTarget(other.gameObject)) { _exitEvent?.Trigger(); } }
private void CheckClear() { if (_deadCount == _enemies.Length) { _player.SendMessage("RecoverHealth"); IsCleared = true; UIManager.Instance.SetGoActive(true); _clearEvent?.Trigger(); } }
private void OnRestrictorPassed() { _player.SendMessage("Deactivate"); _director.Play(); _enterEvent?.Trigger(); SetZoneActive(true); UIManager.Instance.SetGoActive(false); CheckClear(); }