public override void InitEvent() { base.InitEvent(); bool foundTeeth = SceneAssetManager.GetGameObjectAsset(wisdomTeethName, out wisdomTeeth); bool foundTrigger = SceneAssetManager.GetAssetComponent <CollisionTrigger>(wisdomTeethTriggerName, out wisdomTeethTrigger); bool foundItem = SceneAssetManager.GetAssetComponent <GrabbableEquipmentBehavior>(toolName, out tool); bool foundText = SceneAssetManager.GetAssetComponent <Text>(progressTextName, out progressText); fragmentTooth = new List <GameObject>(); foreach (string targetName in fragmentTeethNames) { if (SceneAssetManager.GetGameObjectAsset(targetName, out GameObject targetObject)) { targetObject.SetActive(false); // hide at begin fragmentTooth.Add(targetObject); } } Debug.Log("Found Asset[" + wisdomTeethName + "]: " + foundTeeth); Debug.Log("Found Asset[" + wisdomTeethTriggerName + "]: " + foundTrigger); Debug.Log("Found Asset[fragment Teeth]: " + (fragmentTooth.Count > 0)); Debug.Log("Found Asset[" + toolName + "]: " + foundItem); Debug.Log("Found Asset[" + progressTextName + "]: " + foundText); if (wisdomTeeth) { wisdomTeeth.SetActive(true); } if (nextScene) { nextScene.InitEvent(); } }
public override void InitEvent() { base.InitEvent(); bool foundTargetObject = SceneAssetManager.GetAssetComponent <Collider>(targetObjectName, out targetObjectCollider); bool foundFirstObject = SceneAssetManager.GetAssetComponent <Collider>(firstObjectName, out firstObjectCollider); bool foundSecondObject = SceneAssetManager.GetAssetComponent <Collider>(secondObjectName, out secondObjectCollider); Debug.Log("Found Asset[" + targetObjectName + "]: " + foundTargetObject); Debug.Log("Found Asset[" + firstObjectName + "]: " + foundFirstObject); Debug.Log("Found Asset[" + secondObjectName + "]: " + foundSecondObject); if (targetObjectCollider != null && firstObjectCollider != null && secondObjectCollider != null) { targetObjectCollider.enabled = false; firstObjectCollider.enabled = false; secondObjectCollider.enabled = false; } hitTarget = 0; if (collideFirstNextScene) { collideFirstNextScene.InitEvent(); } if (collideSecondNextScene) { collideSecondNextScene.InitEvent(); } }
public override void InitEvent() { base.InitEvent(); bool found = SceneAssetManager.GetAsset(assetName, out target); Debug.Log("Found Asset[" + assetName + "]: " + found); if (nextScene) { nextScene.InitEvent(); } }
public override void InitEvent() { base.InitEvent(); bool foundTrigger = SceneAssetManager.GetAssetComponent <CollisionTrigger>(collisionTriggerName, out trigger); bool foundItem = SceneAssetManager.GetAssetComponent <GrabbableEquipmentBehavior>(targetItemName, out targetItem); Debug.Log("Found Asset[" + collisionTriggerName + "]: " + foundTrigger); Debug.Log("Found Asset[" + targetItemName + "]: " + foundItem); if (nextScene) { nextScene.InitEvent(); } }
public override void InitEvent() { base.InitEvent(); bool foundFirstObject = SceneAssetManager.GetAssetComponent <Collider>(firstObjectName, out firstObjectCollider); bool foundSecondObject = SceneAssetManager.GetAssetComponent <Collider>(secondObjectName, out secondObjectCollider); Debug.Log("Found Asset[" + firstObjectName + "]: " + foundFirstObject); Debug.Log("Found Asset[" + secondObjectName + "]: " + foundSecondObject); if (firstObjectCollider != null && secondObjectCollider != null) { firstObjectCollider.enabled = false; secondObjectCollider.enabled = false; } if (nextScene) { nextScene.InitEvent(); } }
void Awake() { Instance = this; }
public void Awake() { instance = this; assetDictionary = new Dictionary <string, SceneAsset>(); }